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LibGDX

Written by Fr\u00e9d\u00e9ric Leneuf-Magaud

A camera with orthographic projection.

List of types:

lgAnimation
lgArray
lgAssetManager
lgAudio
lgAudioDevice
lgAudioRecorder
lgBitmapFont
lgBitmapFontCache
lgBitmapFontTextBounds
lgBox2DBody
lgBox2DBodyDef
lgBox2DBodyEditorLoader
lgBox2DChainShape
lgBox2DCircleShape
lgBox2DContact
lgBox2DContactImpulse
lgBox2DDebugRenderer
lgBox2DDistanceJoint
lgBox2DDistanceJointDef
lgBox2DEdgeShape
lgBox2DFilter
lgBox2DFixture
lgBox2DFixtureDef
lgBox2DFrictionJoint
lgBox2DFrictionJointDef
lgBox2DGearJoint
lgBox2DGearJointDef
lgBox2DJoint
lgBox2DJointDef
lgBox2DJointEdge
lgBox2DManifold
lgBox2DManifoldPoint
lgBox2DMassData
lgBox2DMouseJoint
lgBox2DMouseJointDef
lgBox2DParticleEmitter
lgBox2DPolygonShape
lgBox2DPrismaticJoint
lgBox2DPrismaticJointDef
lgBox2DPulleyJoint
lgBox2DPulleyJointDef
lgBox2DQueryCallback
lgBox2DRayCastCallback
lgBox2DRevoluteJoint
lgBox2DRevoluteJointDef
lgBox2DRopeJoint
lgBox2DRopeJointDef
lgBox2DShape
lgBox2DTransform
lgBox2DWeldJoint
lgBox2DWeldJointDef
lgBox2DWheelJoint
lgBox2DWheelJointDef
lgBox2DWorld
lgBox2DWorldManifold
lgClipboard
lgColor
lgConfiguration
lgETC1TextureData
lgFileHandle
lgFiles
lgFileTextureData
lgFontGenerator
lgGestureDetector
lgGL
lgGL10
lgGL11
lgGL20
lgGraphics
lgInput
lgInputProcessor
lgLiveWallpaper
lgMapAnimatedTiledMapTile
lgMapAtlasTmxMapLoader
lgMapCircleMapObject
lgMapEllipseMapObject
lgMapHexagonalTiledMapRenderer
lgMapIsometricStaggeredTiledMapRenderer
lgMapIsometricTiledMapRenderer
lgMapLayer
lgMapLayers
lgMapObject
lgMapObjects
lgMapOrthogonalTiledMapRenderer
lgMapPolygonMapObject
lgMapPolylineMapObject
lgMapProperties
lgMapRectangleMapObject
lgMapStaticTiledMapTile
lgMapTextureMapObject
lgMaptIDEMapLoader
lgMapTiledMap
lgMapTiledMapLayer
lgMapTiledMapLayerCell
lgMapTiledMapSet
lgMapTiledMapSets
lgMapTmxMapLoader
lgMathBezier
lgMathBoundingBox
lgMathBresenham2
lgMathBSpline
lgMathCatmullRomSpline
lgMathCircle
lgMathConvexHull
lgMathEarClippingTriangulator
lgMathEllipse
lgMathFloatCounter
lgMathFrustum
lgMathGeometryUtils
lgMathGridPoint2
lgMathGridPoint3
lgMathInterpolation
lgMathIntersector
lgMathIntersectorMinimumTranslationVector
lgMathIntersectorSplitTriangle
lgMathMatrix3
lgMathMatrix4
lgMathPlane
lgMathPolygon
lgMathPolyline
lgMathRay
lgMathRectangle
lgMathSegment
lgMathSphere
lgMathUtils
lgMathVector2
lgMathVector3
lgMathWindowedMean
lgMesh
lgMusic
lgNet
lgNinePatch
lgOrthographicCamera
lgParticleEffect
lgParticleEffectPool
lgParticleEmitter
lgParticleGradientColorValue
lgParticleRangedNumericValue
lgParticleScaledNumericValue
lgParticleSpawnShapeValue
lgPixmap
lgPixmapIO
lgPixmapPacker
lgPixmapPackerPage
lgPixmapTextureData
lgPolygonRegion
lgPolygonSprite
lgPolygonSpriteBatch
lgScissorStack
lgScn2DAction
lgScn2DActions
lgScn2DActor
lgScn2DButton
lgScn2DButtonGroup
lgScn2DButtonStyle
lgScn2DClickListener
lgScn2DDragAndDrop
lgScn2DDragAndDropPayload
lgScn2DEvent
lgScn2DGestureListener
lgScn2DGroup
lgScn2DImage
lgScn2DInputEvent
lgScn2DInputListener
lgScn2DLabel
lgScn2DLabelStyle
lgScn2DList
lgScn2DListStyle
lgScn2DNinePatchDrawable
lgScn2DScrollPane
lgScn2DScrollPaneStyle
lgScn2DSelectBox
lgScn2DSelectBoxStyle
lgScn2DSlider
lgScn2DSliderStyle
lgScn2DSplitPane
lgScn2DSplitPaneStyle
lgScn2DSpriteDrawable
lgScn2DStack
lgScn2DStage
lgScn2DTable
lgScn2DTableCell
lgScn2DTextButton
lgScn2DTextButtonStyle
lgScn2DTextField
lgScn2DTextFieldStyle
lgScn2DTextureRegionDrawable
lgScn2DTiledDrawable
lgScn2DTouchpad
lgScn2DTouchpadStyle
lgScn2DWindow
lgScn2DWindowStyle
lgScreen
lgScreenManager
lgServerSocket
lgServerSocketHints
lgShaderProgram
lgShapeRenderer
lgSocket
lgSocketHints
lgSound
lgSprite
lgSpriteBatch
lgTexture
lgTextureAtlas
lgTextureAtlasRegion
lgTextureData
lgTextureRegion
lgVertexAttribute
lgVertexAttributes
lgVertexAttributesUsage
LibGDX

lgAnimation


Events:

None

Members:


  AnimDuration As Float [read only]

  FrameDuration As Float [read only]

  GetKeyFrame (StateTime As Float) As lgTextureRegion

  GetKeyFrame2 (StateTime As Float, Looping As Boolean) As lgTextureRegion

  GetKeyFrameIndex (StateTime As Float) As Int

  Initialize (FrameDuration As Float, KeyFrames() As lgTextureRegion)

  Initialize2 (FrameDuration As Float, KeyFrames() As lgTextureRegion, PlayMode As Int)

  InternalObject As com.badlogic.gdx.graphics.g2d.Animation [read only]

  IsAnimationFinished (StateTime As Float) As Boolean

  PlayMode As Int

  PLAYMODE_LOOP As Int

  PLAYMODE_LOOP_PINGPONG As Int

  PLAYMODE_LOOP_RANDOM As Int

  PLAYMODE_LOOP_REVERSED As Int

  PLAYMODE_NORMAL As Int

  PLAYMODE_REVERSED As Int

Members description:

AnimDuration As Float [read only]
FrameDuration As Float [read only]
GetKeyFrame (StateTime As Float) As lgTextureRegion
Returns a TextureRegion representing the frame of animation for the given state time.
StateTime: The amount of seconds an object has spent in the state this Animation instance represents, e.g. running, jumping and so on using the mode specified by PlayMode.
GetKeyFrame2 (StateTime As Float, Looping As Boolean) As lgTextureRegion
Returns a TextureRegion representing the frame of animation for the given state time.
StateTime: The amount of seconds an object has spent in the state this Animation instance represents, e.g. running, jumping and so on.
Looping: Whether the animation is looping or not.
GetKeyFrameIndex (StateTime As Float) As Int
Returns the current frame number.
Initialize (FrameDuration As Float, KeyFrames() As lgTextureRegion)
Constructs an animation.
An Animation stores a list of TextureRegions representing an animated sequence, e.g. for running or jumping. Each region of an Animation is called a key frame; multiple key frames make up the animation.
FrameDuration: The time between frames in seconds.
KeyFrames: The TextureRegions representing the frames.
Initialize2 (FrameDuration As Float, KeyFrames() As lgTextureRegion, PlayMode As Int)
Constructs an animation.
An Animation stores a list of TextureRegions representing an animated sequence, e.g. for running or jumping. Each region of an Animation is called a key frame; multiple key frames make up the animation.
FrameDuration: The time between frames in seconds.
KeyFrames: The TextureRegions representing the frames.
PlayMode: One of the PLAYMODE constants.
InternalObject As com.badlogic.gdx.graphics.g2d.Animation [read only]
IsAnimationFinished (StateTime As Float) As Boolean
Returns whether the animation would be finished if played without looping, given the state time.
PlayMode As Int
Gets or sets the animation play mode.
PLAYMODE_LOOP As Int
PLAYMODE_LOOP_PINGPONG As Int
PLAYMODE_LOOP_RANDOM As Int
PLAYMODE_LOOP_REVERSED As Int
PLAYMODE_NORMAL As Int
PLAYMODE_REVERSED As Int

lgArray


Events:

None

Members:


  Add (Value As Object)

  AddAll (Values() As Object)

  AddArray (Array As lgArray)

  Clear

  Contains (Value As Object, Identity As Boolean) As Boolean

  EnsureCapacity (AdditionalCapacity As Int) As Object()

  Get (Index As Int) As Object

  IndexOf (Value As Object, Identity As Boolean) As Int

  Initialize

  Initialize2 (Capacity As Int)

  Initialize3 (Ordered As Boolean, Capacity As Int)

  InitializeWithArray (Array() As Object)

  InitializeWithList (List As List)

  Insert (Index As Int, Value As Object)

  InternalObject As com.badlogic.gdx.utils.Array [read only]

  LastIndexOf (Value As Object, Identity As Boolean) As Int

  Peek As Object

  Pop As Object

  RemoveIndex (Index As Int) As Object

  RemoveValue (Value As Object, Identity As Boolean) As Boolean

  Reverse

  Set (Index As Int, Value As Object)

  Shrink

  Shuffle

  Size As Int

  Sort

  Swap (First As Int, Second As Int)

  toArray As Object()

  toList As List

  toList2 (L As List)

  Truncate (NewSize As Int)

Members description:

Add (Value As Object)
AddAll (Values() As Object)
AddArray (Array As lgArray)
Clear
Contains (Value As Object, Identity As Boolean) As Boolean
Returns True if this array contains the specified value.
Identity: If True, the comparison uses =. If False, the comparison uses the Equals function.
EnsureCapacity (AdditionalCapacity As Int) As Object()
Increases the size of the backing array to accommodate the specified number of additional items. Useful before adding many items to avoid multiple backing array resizes.
Returns items.
Get (Index As Int) As Object
IndexOf (Value As Object, Identity As Boolean) As Int
Returns an index of first occurrence of the given value in the array or -1 if no such value exists.
Identity: If True, the comparison uses =. If False, the comparison uses the Equals function.
Initialize
Creates an ordered array with a capacity of 16.
Initialize2 (Capacity As Int)
Creates an ordered array with the specified capacity.
Initialize3 (Ordered As Boolean, Capacity As Int)
Creates an array.
Ordered: If False, functions that remove elements may change the order of other elements in the array, which avoids a memory copy.
Capacity: Any elements added beyond this will cause the backing array to be grown.
InitializeWithArray (Array() As Object)
Creates a new ordered array containing the elements in the specified array. The capacity is set to the number of elements, so any subsequent elements added will cause the backing array to be grown.
InitializeWithList (List As List)
Creates a new ordered array containing the items in the specified list. The capacity is set to the number of items.
Insert (Index As Int, Value As Object)
InternalObject As com.badlogic.gdx.utils.Array [read only]
LastIndexOf (Value As Object, Identity As Boolean) As Int
Returns an index of last occurrence of the given value in the array or -1 if no such value exists. Search is started from the end of the array.
Identity: If True, the comparison uses =. If False, the comparison uses the Equals function.
Peek As Object
Returns the last item.
Pop As Object
Removes and returns the last item.
RemoveIndex (Index As Int) As Object
Removes and returns the item at the specified index.
RemoveValue (Value As Object, Identity As Boolean) As Boolean
Removes the given value from the array if it exists.
Identity: If True, the comparison uses =. If False, the comparison uses the Equals function.
Returns True if the value was found and removed, False otherwise.
Reverse
Set (Index As Int, Value As Object)
Shrink
Reduces the size of the backing array to the size of the actual items. This is useful to release memory when many items have been removed, or if it is known that more items will not be added.
Shuffle
Size As Int
Sort
Sorts this array. The array elements must be able to be compared. This function is not thread safe.
Swap (First As Int, Second As Int)
toArray As Object()
Returns the items as an array of objects.
toList As List
Returns the items as a list.
toList2 (L As List)
Returns the items in the given list.
Truncate (NewSize As Int)
Reduces the size of the array to the specified size. If the array is already smaller than the specified size, no action is taken.

lgAssetManager


Events:

Error(FileName As String, Class As Object, Message As String)

Members:


  Clear

  ContainsAsset (Asset As Object) As Boolean

  dispose

  FinishLoading

  Get (FileName As String) As Object

  Get2 (FileName As String, Type As Class) As Object

  GetAssetFileName (Asset As Object) As String

  GetAssetType (FileName As String) As Class

  GetDependencies (FileName As String) As List

  GetReferenceCount (FileName As String) As Int

  Initialize (EvtPrefix As String)

  InternalObject As com.badlogic.gdx.assets.AssetManager [read only]

  IsLoaded (FileName As String) As Boolean

  IsLoaded2 (FileName As String, Type As Class) As Boolean

  Load (FileName As String, Type As Class)

  LoadedAssetNames As List [read only]

  LoadedAssets As Int [read only]

  MAPLOADER_AtlasTMX As Int

  MAPLOADER_tIDE As Int

  MAPLOADER_TMX As Int

  Progress As Float [read only]

  QueuedAssets As Int [read only]

  TiledMapLoader As Int [write only]

  TYPE_BitmapFont As Class

  TYPE_Music As Class

  TYPE_ParticleEffect As Class

  TYPE_Pixmap As Class

  TYPE_Sound As Class

  TYPE_Texture As Class

  TYPE_TextureAtlas As Class

  TYPE_TiledMap As Class

  Unload (FileName As String)

  Update As Boolean

  Update2 (Millis As Int) As Boolean

Members description:

Clear
Clears and disposes all assets and the preloading queue.
ContainsAsset (Asset As Object) As Boolean
Returns whether the asset is contained in this manager.
dispose
Disposes all assets in the manager and stops all asynchronous loading.
FinishLoading
Blocks until all assets are loaded.
Get (FileName As String) As Object
Returns the asset with the given name.
Get2 (FileName As String, Type As Class) As Object
Returns the asset with the given name and type.
GetAssetFileName (Asset As Object) As String
Returns the filename of the asset or an empty string.
GetAssetType (FileName As String) As Class
Returns the type of a loaded asset.
GetDependencies (FileName As String) As List
Returns the dependencies of an asset or null if the asset has no dependencies.
GetReferenceCount (FileName As String) As Int
Returns the reference count of an asset.
Initialize (EvtPrefix As String)
Creates a new AssetManager with loaders for BitmapFont, Music, Pixmap, Sound, Texture, and TextureAtlas.
EvtPrefix: Prefix of the Error event.
InternalObject As com.badlogic.gdx.assets.AssetManager [read only]
IsLoaded (FileName As String) As Boolean
Returns whether the asset with the given name is loaded.
IsLoaded2 (FileName As String, Type As Class) As Boolean
Returns whether the asset with the given name and type is loaded.
Load (FileName As String, Type As Class)
Adds the given asset to the loading queue of the AssetManager.
LoadedAssetNames As List [read only]
Returns the file names of all loaded assets, or null.
LoadedAssets As Int [read only]
Returns the number of loaded assets.
MAPLOADER_AtlasTMX As Int
MAPLOADER_tIDE As Int
MAPLOADER_TMX As Int
Progress As Float [read only]
Returns the progress in percent of completion.
QueuedAssets As Int [read only]
Returns the number of currently queued assets.
TiledMapLoader As Int [write only]
Sets the appropriate loader for the tiled map's file type. This property must be set before calling Load.
TYPE_BitmapFont As Class
TYPE_Music As Class
TYPE_ParticleEffect As Class
TYPE_Pixmap As Class
TYPE_Sound As Class
TYPE_Texture As Class
TYPE_TextureAtlas As Class
TYPE_TiledMap As Class
Unload (FileName As String)
Removes the asset and all its dependencies if they are not used by other assets.
Update As Boolean
Updates the AssetManager, keeping it loading any assets in the preload queue.
Returns False when the loading is finished.
Example:
Sub lGdx_Render
If AssetMgr.Update Then
'Loading in progress
...
Return
End If
'Loading is finished
...
Update2 (Millis As Int) As Boolean
Updates the AssetManager continuously for the specified number of milliseconds, yielding the CPU to the loading thread between updates. This may block for less time if all loading tasks are complete. This may block for more time if the portion of a single task that happens in the GL thread takes a long time.
Returns False when the loading is finished.

lgAudio


Events:

None

Members:


  dispose

  NewAudioDevice (SamplingRate As Int, IsMono As Boolean) As lgAudioDevice

  NewAudioRecorder (SamplingRate As Int, IsMono As Boolean) As lgAudioRecorder

  NewMusic (Internal As String, evtPrefix As String) As lgMusic

  NewSound (Internal As String) As lgSound

Members description:

dispose
Releases the Sound and Music resources.
NewAudioDevice (SamplingRate As Int, IsMono As Boolean) As lgAudioDevice
Creates a new AudioDevice either in mono or stereo mode. The AudioDevice has to be disposed via its Dispose method when it is no longer used.
SamplingRate: The sampling rate in Hz (e.g. 44100).
NewAudioRecorder (SamplingRate As Int, IsMono As Boolean) As lgAudioRecorder
Creates a new AudioRecorder either in mono or stereo mode. The AudioRecorder has to be disposed after it is no longer used.
SamplingRate: The sampling rate in Hz (e.g. 44100).
NewMusic (Internal As String, evtPrefix As String) As lgMusic
Creates a new Music instance which is used to play back a music stream from a file. Currently supported formats are WAV, MP3 and OGG. The Music instance has to be disposed if it is no longer used via the Dispose method. Music instances are automatically paused and resumed when an Application is paused or resumed.
Internal: Internal file path.
evtPrefix: Prefix of the Completed event.
NewSound (Internal As String) As lgSound
Creates a new Sound which is used to play back audio effects such as gun shots or explosions. The Sound's audio data is retrieved from the file specified. Note that the complete audio data is loaded into RAM. The current upper limit for decoded audio is 1 MB. Currently supported formats are WAV, MP3 and OGG. The Sound has to be disposed if it is no longer used via the Dispose method.
Internal: Internal file path.

lgAudioDevice

Implementation of the {@link AudioDevice} interface for Android using the AudioTrack class. You will need to set the permission
android.permission.RECORD_AUDIO in your manifest file.

Events:

None

Members:


  dispose

  isMono As Boolean

  Latency As Int [read only]

  Volume As Float [write only]

  writeSamples (samples() As Short, offset As Int, numSamples As Int)

Members description:

dispose
isMono As Boolean
Latency As Int [read only]
Volume As Float [write only]
writeSamples (samples() As Short, offset As Int, numSamples As Int)

lgAudioRecorder

{@link AudioRecorder} implementation for the android system based on AudioRecord

Events:

None

Members:


  dispose

  read (samples() As Short, offset As Int, numSamples As Int)

Members description:

dispose
read (samples() As Short, offset As Int, numSamples As Int)

lgBitmapFont


Events:

None

Members:


  ALIGNMENT_Center As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  ALIGNMENT_Left As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  ALIGNMENT_Right As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  Ascent As Float [read only]

  CapHeight As Float [read only]

  Color As lgColor

  ComputeVisibleGlyphs (Str As CharSequence, Start As Int, End As Int, AvailableWidth As Float) As Int

  ContainsCharacter (Character As Char) As Boolean

  Descent As Float [read only]

  dispose

  Draw (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  Draw2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Color As lgColor) As lgBitmapFontTextBounds

  Draw3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds

  DrawMultiLine (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  DrawMultiLine2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Color As lgColor) As lgBitmapFontTextBounds

  DrawMultiLine3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  DrawWrapped (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds

  DrawWrapped2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Color As lgColor) As lgBitmapFontTextBounds

  DrawWrapped3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  FILTER_Linear As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMap As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapLinearLinear As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapLinearNearest As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapNearestLinear As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapNearestNearest As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_Nearest As com.badlogic.gdx.graphics.Texture.TextureFilter

  FixedWidthGlyphs As CharSequence [write only]

  GetBounds (Str As CharSequence) As lgBitmapFontTextBounds

  GetBounds2 (Str As CharSequence, Start As Int, End As Int) As lgBitmapFontTextBounds

  GetMultiLineBounds (Str As CharSequence) As lgBitmapFontTextBounds

  GetWrappedBounds (Str As CharSequence, WrapWidth As Float) As lgBitmapFontTextBounds

  Initialize

  Initialize2 (FontFile As lgFileHandle)

  Initialize3 (FontFile As lgFileHandle, ImageFile As lgFileHandle)

  Initialize4 (FontFile As lgFileHandle, Region As lgTextureRegion)

  Initialize5 (FontFile As lgFileHandle, Region As lgTextureRegion, Flip As Boolean)

  InternalObject As com.badlogic.gdx.graphics.g2d.BitmapFont [read only]

  LineHeight As Float [read only]

  OwnsTexture As Boolean

  Region As lgTextureRegion [read only]

  Scale (ScaleXY As Float)

  ScaleX As Float [read only]

  ScaleY As Float [read only]

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  SetTextureFilter (MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter)

  SpaceWidth As Float [read only]

  UseIntegerPositions As Boolean

  XHeight As Float [read only]

Members description:

ALIGNMENT_Center As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
ALIGNMENT_Left As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
ALIGNMENT_Right As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
Ascent As Float [read only]
Returns the ascent, which is the distance from the cap height to the top of the tallest glyph.
CapHeight As Float [read only]
Returns the cap height, which is the distance from the top of most uppercase characters to the baseline. Since the drawing position is the cap height of the first line, the cap height can be used to get the location of the baseline.
Color As lgColor
Gets or sets the color of this font.
ComputeVisibleGlyphs (Str As CharSequence, Start As Int, End As Int, AvailableWidth As Float) As Int
Returns the number of glyphs from the substring that can be rendered in the specified width.
Start: The first character of the string.
End: The last character of the string (exclusive).
ContainsCharacter (Character As Char) As Boolean
Returns true if the character is contained in this font.
Descent As Float [read only]
Returns the descent, which is the distance from the bottom of the glyph that extends the lowest to the baseline. This number is negative.
dispose
Disposes the texture used by this BitmapFont's region if this BitmapFont created the texture.
Draw (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Draws a string at the specified position.
Draw2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Color As lgColor) As lgBitmapFontTextBounds
Draws a string at the specified position with the specified color. The color is changed for the following drawing operations.
Draw3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds
Draws a string at the specified position.
DrawMultiLine (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position.
DrawMultiLine2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Color As lgColor) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position with the specified color. The color is changed for the following drawing operations.
DrawMultiLine3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position.
AlignmentWidth: The width to consider for alignment.
Alignment: One of the ALIGNMENT constants.
DrawWrapped (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position. Each line is automatically wrapped within the specified width.
DrawWrapped2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Color As lgColor) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position with the specified color. Each line is automatically wrapped within the specified width and the color is changed for the following drawing operations.
DrawWrapped3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position. Each line is automatically wrapped within the specified width.
Alignment: One of the ALIGNMENT constants.
FILTER_Linear As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMap As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapLinearLinear As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapLinearNearest As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapNearestLinear As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapNearestNearest As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_Nearest As com.badlogic.gdx.graphics.Texture.TextureFilter
FixedWidthGlyphs As CharSequence [write only]
Makes the specified glyphs fixed width. This can be useful to make the numbers in a font fixed width. Eg, when horizontally centering a score or loading percentage text, it will not jump around as different numbers are shown.
GetBounds (Str As CharSequence) As lgBitmapFontTextBounds
Returns the bounds of the specified text. Note the returned TextBounds instance is reused.
GetBounds2 (Str As CharSequence, Start As Int, End As Int) As lgBitmapFontTextBounds
Returns the bounds of the specified text. Note the returned TextBounds instance is reused.
GetMultiLineBounds (Str As CharSequence) As lgBitmapFontTextBounds
Returns the bounds of the specified text, which may contain newlines. Note the returned TextBounds instance is reused.
GetWrappedBounds (Str As CharSequence, WrapWidth As Float) As lgBitmapFontTextBounds
Returns the bounds of the specified text, which may contain newlines and is wrapped within the specified width. Note the returned TextBounds instance is reused.
Initialize
Creates a BitmapFont using the default 15pt Arial font included in the library. This is convenient to easily display text without bothering with generating a bitmap font.
Initialize2 (FontFile As lgFileHandle)
Creates a BitmapFont from a BMFont file. The image file name is read from the BMFont file and the image is loaded from the same directory.
Initialize3 (FontFile As lgFileHandle, ImageFile As lgFileHandle)
Creates a BitmapFont from a BMFont file, using the specified image for glyphs. Any image specified in the BMFont file is ignored.
Initialize4 (FontFile As lgFileHandle, Region As lgTextureRegion)
Creates a BitmapFont with the glyphs relative to the specified region. If the region is null, the glyph textures are loaded from the image file given in the font file. The Dispose method will not dispose the region's texture in this case!
Region: The texture region containing the glyphs. The glyphs must be relative to the lower left corner (ie, the region should not be flipped). If the region is null the glyph images are loaded from the image path in the font file.
Initialize5 (FontFile As lgFileHandle, Region As lgTextureRegion, Flip As Boolean)
Creates a BitmapFont with the glyphs relative to the specified region. If the region is null, the glyph textures are loaded from the image file given in the font file. The Dispose method will not dispose the region's texture in this case!
Region: The texture region containing the glyphs. The glyphs must be relative to the lower left corner (ie, the region should not be flipped). If the region is null the glyph images are loaded from the image path in the font file.
Flip: If true, the glyphs will be flipped for use with a perspective where 0,0 is the upper left corner.
InternalObject As com.badlogic.gdx.graphics.g2d.BitmapFont [read only]
LineHeight As Float [read only]
Returns the line height, which is the distance from one line of text to the next.
OwnsTexture As Boolean
Gets or sets whether this font owns the texture. In case it does, the font will also dispose of the texture when Dispose is called. Use with care!
Region As lgTextureRegion [read only]
Scale (ScaleXY As Float)
Scales the font by the specified amount in both directions.
ScaleX As Float [read only]
ScaleY As Float [read only]
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
Sets the color of this font.
R: Red, from 0 to 1
G: Green, from 0 to 1
B: Blue, from 0 to 1
A: Alpha, from 0 to 1
SetTextureFilter (MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter)
Sets the filters of the font texture.
SpaceWidth As Float [read only]
Returns the width of the space character.
UseIntegerPositions As Boolean
Gets or sets whether this font uses integer positions for drawing. Default is to use them so filtering doesn't kick in as badly.
XHeight As Float [read only]
Returns the X-height, which is the distance from the top of most lowercase characters to the baseline.

lgBitmapFontCache


Events:

None

Members:


  AddMultiLineText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  AddMultiLineText2 (Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  AddText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  AddText2 (Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds

  AddWrappedText (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds

  AddWrappedText2 (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  ALIGNMENT_Center As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  ALIGNMENT_Left As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  ALIGNMENT_Right As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  Clear

  Color As lgColor

  Draw (SpriteBatch As lgSpriteBatch)

  Draw2 (SpriteBatch As lgSpriteBatch, Start As Int, End As Int)

  DrawAlpha (SpriteBatch As lgSpriteBatch, AlphaModulation As Float)

  Font As lgBitmapFont [read only]

  GetBounds As lgBitmapFontTextBounds

  Initialize (Font As lgBitmapFont)

  Initialize2 (Font As lgBitmapFont, Integer As Boolean)

  InternalObject As com.badlogic.gdx.graphics.g2d.BitmapFontCache [read only]

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  SetColorRGBA2 (R As Float, G As Float, B As Float, A As Float, Start As Int, End As Int)

  SetMultiLineText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  SetMultiLineText2 (Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  SetPosition (X As Float, Y As Float)

  SetText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  SetText2 (Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds

  SetWrappedText (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds

  SetWrappedText2 (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  Translate (X_amount As Float, Y_amount As Float)

  UseIntegerPositions As Boolean

  Vertices() As Float [read only]

  X As Float [read only]

  Y As Float [read only]

Members description:

AddMultiLineText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Adds glyphs for the specified text, which may contain newlines (CRLF).
AddMultiLineText2 (Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Adds glyphs for the specified text, which may contain newlines (CRLF).
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Alignment: The horizontal alignment. One of the ALIGNMENT constants.
AddText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Adds glyphs for the specified text.
AddText2 (Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds
Adds glyphs for the specified text.
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Start: The first character of the string to draw.
End: The last character of the string to draw (exclusive).
AddWrappedText (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds
Adds glyphs for the specified text, which may contain newlines (CRLF) and is automatically wrapped within the specified width.
AddWrappedText2 (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Adds glyphs for the specified text, which may contain newlines (CRLF) and is automatically wrapped within the specified width.
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Alignment: The horizontal alignment for the wrapped line. One of the ALIGNMENT constants.
ALIGNMENT_Center As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
ALIGNMENT_Left As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
ALIGNMENT_Right As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
Clear
Removes all glyphs in the cache.
Color As lgColor
Gets or sets the color of the cached string.
Draw (SpriteBatch As lgSpriteBatch)
Draw2 (SpriteBatch As lgSpriteBatch, Start As Int, End As Int)
DrawAlpha (SpriteBatch As lgSpriteBatch, AlphaModulation As Float)
Font As lgBitmapFont [read only]
GetBounds As lgBitmapFontTextBounds
Returns the size of the cached string. The height is the distance from the top of most capital letters in the font (the cap height) to the baseline of the last line of text.
Initialize (Font As lgBitmapFont)
Creates a new BitmapFontCache. It caches glyph geometry for a BitmapFont, providing a fast way to render static text. This saves needing to compute the location of each glyph each frame.
Initialize2 (Font As lgBitmapFont, Integer As Boolean)
Creates a new BitmapFontCache.
Font: The font to use.
Integer: Whether to use integer positions and sizes.
InternalObject As com.badlogic.gdx.graphics.g2d.BitmapFontCache [read only]
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
Sets the color of the cached string.
R: Red, from 0 to 1
G: Green, from 0 to 1
B: Blue, from 0 to 1
A: Alpha, from 0 to 1
SetColorRGBA2 (R As Float, G As Float, B As Float, A As Float, Start As Int, End As Int)
Sets the color of the specified characters. This may only be called after SetText and is reset every time SetText is called.
SetMultiLineText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (CRLF).
SetMultiLineText2 (Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (CRLF).
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Alignment: The horizontal alignment. One of the ALIGNMENT constants.
SetPosition (X As Float, Y As Float)
Sets the position of the text, relative to the position when the cached text was created.
SetText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text.
SetText2 (Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text.
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Start: The first character of the string to draw.
End: The last character of the string to draw (exclusive).
SetWrappedText (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (CRLF) and is automatically wrapped within the specified width.
SetWrappedText2 (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (CRLF) and is automatically wrapped within the specified width.
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Alignment: The horizontal alignment for the wrapped line. One of the ALIGNMENT constants.
Translate (X_amount As Float, Y_amount As Float)
Sets the position of the text, relative to its current position.
UseIntegerPositions As Boolean
Gets or sets whether this font uses integer positions for drawing. Default is to use them so filtering doesn't kick in as badly.
Vertices() As Float [read only]
X As Float [read only]
Returns the X position of the cached string, relative to the position when the string was cached.
Y As Float [read only]
Returns the Y position of the cached string, relative to the position when the string was cached.

lgBitmapFontTextBounds


Events:

None

Members:


  Height As Float

  Width As Float

Members description:

Height As Float
Width As Float

lgBox2DBody

A rigid body. These are created via World.CreateBody.

Events:

None

Members:


  Active As Boolean [write only]

  Angle As Float [read only]

  AngularDamping As Float

  AngularVelocity As Float

  applyAngularImpulse (impulse As Float, wake As Boolean)

  applyForce (force As lgMathVector2, point As lgMathVector2, wake As Boolean)

  applyForce2 (forceX As Float, forceY As Float, pointX As Float, pointY As Float, wake As Boolean)

  applyForceToCenter (force As lgMathVector2, wake As Boolean)

  applyForceToCenter2 (forceX As Float, forceY As Float, wake As Boolean)

  applyLinearImpulse (impulse As lgMathVector2, point As lgMathVector2, wake As Boolean)

  applyLinearImpulse2 (impulseX As Float, impulseY As Float, pointX As Float, pointY As Float, wake As Boolean)

  applyTorque (torque As Float, wake As Boolean)

  Awake As Boolean [write only]

  Bullet As Boolean [write only]

  createFixture (def As lgBox2DFixtureDef) As lgBox2DFixture

  createFixture2 (shape As lgBox2DShape, density As Float) As lgBox2DFixture

  destroyFixture (fixture As lgBox2DFixture)

  FixedRotation As Boolean [write only]

  GetFixtureList (Fixtures As lgArray)

  GetJointList (Joints As lgArray)

  getLinearVelocityFromLocalPoint (localPoint As lgMathVector2) As lgMathVector2

  getLinearVelocityFromWorldPoint (worldPoint As lgMathVector2) As lgMathVector2

  getLocalPoint (worldPoint As lgMathVector2) As lgMathVector2

  getLocalVector (worldVector As lgMathVector2) As lgMathVector2

  getWorldPoint (localPoint As lgMathVector2) As lgMathVector2

  getWorldVector (localVector As lgMathVector2) As lgMathVector2

  GravityScale As Float

  Inertia As Float [read only]

  isActive As Boolean

  isAwake As Boolean

  isBullet As Boolean

  isFixedRotation As Boolean

  isSleepingAllowed As Boolean

  LinearDamping As Float

  LinearVelocity As lgMathVector2

  linVelLoc As lgMathVector2

  linVelWorld As lgMathVector2

  LocalCenter As lgMathVector2 [read only]

  localPoint2 As lgMathVector2

  localVector As lgMathVector2

  Mass As Float [read only]

  MassData As lgBox2DMassData

  Position As lgMathVector2 [read only]

  resetMassData

  setLinearVelocity2 (vX As Float, vY As Float)

  setTransform (position As lgMathVector2, angle As Float)

  setTransform2 (x As Float, y As Float, angle As Float)

  SleepingAllowed As Boolean [write only]

  Transform As lgBox2DTransform [read only]

  Type As com.badlogic.gdx.physics.box2d.BodyDef.BodyType

  UserData As Object

  World As com.badlogic.gdx.physics.box2d.World [read only]

  WorldCenter As lgMathVector2 [read only]

Members description:

Active As Boolean [write only]
Set the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. If you pass a
flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from
the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to
create/destroy fixtures and joints on inactive bodies. Fixtures on an inactive body are implicitly inactive and will not
participate in collisions, ray-casts, or queries. Joints connected to an inactive body are implicitly inactive. An inactive
body is still owned by a b2World object and remains in the body list.
Angle As Float [read only]
Get the angle in radians.
AngularDamping As Float
Gets or sets the angular damping of the body.
AngularVelocity As Float
Gets or sets the angular velocity.
applyAngularImpulse (impulse As Float, wake As Boolean)
Apply an angular impulse.
impulse: the angular impulse in units of kg*m*m/s
applyForce (force As lgMathVector2, point As lgMathVector2, wake As Boolean)
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the
angular velocity. This wakes up the body.
force: the world force vector, usually in Newtons (N).
point: the world position of the point of application.
wake: up the body
applyForce2 (forceX As Float, forceY As Float, pointX As Float, pointY As Float, wake As Boolean)
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the
angular velocity. This wakes up the body.
forceX: the world force vector on x, usually in Newtons (N).
forceY: the world force vector on y, usually in Newtons (N).
pointX: the world position of the point of application on x.
pointY: the world position of the point of application on y.
wake: up the body
applyForceToCenter (force As lgMathVector2, wake As Boolean)
Apply a force to the center of mass. This wakes up the body.
force: the world force vector, usually in Newtons (N).
applyForceToCenter2 (forceX As Float, forceY As Float, wake As Boolean)
Apply a force to the center of mass. This wakes up the body.
forceX: the world force vector, usually in Newtons (N).
forceY: the world force vector, usually in Newtons (N).
applyLinearImpulse (impulse As lgMathVector2, point As lgMathVector2, wake As Boolean)
Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of
application is not at the center of mass. This wakes up the body.
impulse: the world impulse vector, usually in N-seconds or kg-m/s.
point: the world position of the point of application.
wake: up the body
applyLinearImpulse2 (impulseX As Float, impulseY As Float, pointX As Float, pointY As Float, wake As Boolean)
Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of
application is not at the center of mass. This wakes up the body.
impulseX: the world impulse vector on the x-axis, usually in N-seconds or kg-m/s.
impulseY: the world impulse vector on the y-axis, usually in N-seconds or kg-m/s.
pointX: the world position of the point of application on the x-axis.
pointY: the world position of the point of application on the y-axis.
wake: up the body
applyTorque (torque As Float, wake As Boolean)
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass. This wakes up
the body.
torque: about the z-axis (out of the screen), usually in N-m.
wake: up the body
Awake As Boolean [write only]
Set the sleep state of the body. A sleeping body has very low CPU cost.
Bullet As Boolean [write only]
Should this body be treated like a bullet for continuous collision detection?
createFixture (def As lgBox2DFixtureDef) As lgBox2DFixture
Creates a fixture and attach it to this body. Use this function if you need to set some fixture parameters, like friction.
Otherwise you can create the fixture directly from a shape. If the density is non-zero, this function automatically updates
the mass of the body. Contacts are not created until the next time step.
def: the fixture definition.
createFixture2 (shape As lgBox2DShape, density As Float) As lgBox2DFixture
Creates a fixture from a shape and attach it to this body. This is a convenience function. Use b2FixtureDef if you need to
set parameters like friction, restitution, user data, or filtering. If the density is non-zero, this function automatically
updates the mass of the body.
shape: the shape to be cloned.
density: the shape density (set to zero for static bodies).
destroyFixture (fixture As lgBox2DFixture)
Destroy a fixture. This removes the fixture from the broad-phase and destroys all contacts associated with this fixture.
This will automatically adjust the mass of the body if the body is dynamic and the fixture has positive density. All
fixtures attached to a body are implicitly destroyed when the body is destroyed.
fixture: the fixture to be removed.
FixedRotation As Boolean [write only]
Set this body to have fixed rotation. This causes the mass to be reset.
GetFixtureList (Fixtures As lgArray)
Fills the given array with all fixtures attached to this body. Do not modify this list!
GetJointList (Joints As lgArray)
Fills the given array with all joints attached to this body. Do not modify this list!
getLinearVelocityFromLocalPoint (localPoint As lgMathVector2) As lgMathVector2
Get the world velocity of a local point.
localPoint: a point in local coordinates.
Return type: @return:the world velocity of a point.
getLinearVelocityFromWorldPoint (worldPoint As lgMathVector2) As lgMathVector2
Get the world linear velocity of a world point attached to this body.
worldPoint: a point in world coordinates.
Return type: @return:the world velocity of a point.
getLocalPoint (worldPoint As lgMathVector2) As lgMathVector2
Gets a local point relative to the body's origin given a world point.
worldPoint: a point in world coordinates.
Return type: @return:the corresponding local point relative to the body's origin.
getLocalVector (worldVector As lgMathVector2) As lgMathVector2
Gets a local vector given a world vector.
worldVector: a vector in world coordinates.
Return type: @return:the corresponding local vector.
getWorldPoint (localPoint As lgMathVector2) As lgMathVector2
Get the world coordinates of a point given the local coordinates.
localPoint: a point on the body measured relative the the body's origin.
Return type: @return:the same point expressed in world coordinates.
getWorldVector (localVector As lgMathVector2) As lgMathVector2
Get the world coordinates of a vector given the local coordinates.
localVector: a vector fixed in the body.
Return type: @return:the same vector expressed in world coordinates.
GravityScale As Float
Sets the gravity scale of the body
Inertia As Float [read only]
Get the rotational inertia of the body about the local origin.
isActive As Boolean
Get the active state of the body.
isAwake As Boolean
Get the sleeping state of this body.
Return type: @return:true if the body is sleeping.
isBullet As Boolean
Is this body treated like a bullet for continuous collision detection?
isFixedRotation As Boolean
Does this body have fixed rotation?
isSleepingAllowed As Boolean
Is this body allowed to sleep
LinearDamping As Float
Gets or sets the linear damping of the body.
LinearVelocity As lgMathVector2
Gets or sets the linear velocity of the center of mass.
linVelLoc As lgMathVector2
linVelWorld As lgMathVector2
LocalCenter As lgMathVector2 [read only]
Get the local position of the center of mass.
localPoint2 As lgMathVector2
localVector As lgMathVector2
Mass As Float [read only]
Get the total mass of the body.
MassData As lgBox2DMassData
Get the mass data of the body.
Position As lgMathVector2 [read only]
Get the world body origin position.
resetMassData
This resets the mass properties to the sum of the mass properties of the fixtures. This normally does not need to be called
unless you called SetMassData to override the mass and you later want to reset the mass.
setLinearVelocity2 (vX As Float, vY As Float)
Set the linear velocity of the center of mass.
setTransform (position As lgMathVector2, angle As Float)
Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a
body's transform may cause non-physical behavior.
position: the world position of the body's local origin.
angle: the world rotation in radians.
setTransform2 (x As Float, y As Float, angle As Float)
Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a
body's transform may cause non-physical behavior.
x: the world position on the x-axis
y: the world position on the y-axis
angle: the world rotation in radians.
SleepingAllowed As Boolean [write only]
You can disable sleeping on this body. If you disable sleeping, the
Transform As lgBox2DTransform [read only]
Get the body transform for the body's origin.
Type As com.badlogic.gdx.physics.box2d.BodyDef.BodyType
Get the type of this body.
UserData As Object
Get the user data
World As com.badlogic.gdx.physics.box2d.World [read only]
Get the parent world of this body.
WorldCenter As lgMathVector2 [read only]
Get the world position of the center of mass.

lgBox2DBodyDef

A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added
to a body after construction.

Events:

None

Members:


  active As Boolean

  allowSleep As Boolean

  angle As Float

  angularDamping As Float

  angularVelocity As Float

  awake As Boolean

  bullet As Boolean

  fixedRotation As Boolean

  gravityScale As Float

  linearDamping As Float

  linearVelocity As lgMathVector2

  position As lgMathVector2

  type As com.badlogic.gdx.physics.box2d.BodyDef.BodyType

Members description:

active As Boolean
Does this body start out active?
allowSleep As Boolean
Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.
angle As Float
The world angle of the body in radians.
angularDamping As Float
Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1.0f but the damping effect
becomes sensitive to the time step when the damping parameter is large.
angularVelocity As Float
The angular velocity of the body.
awake As Boolean
Is this body initially awake or sleeping?
bullet As Boolean
Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note that all bodies are
prevented from tunneling through kinematic and static bodies. This setting is only considered on dynamic bodies.
fixedRotation As Boolean
Should this body be prevented from rotating? Useful for characters.
gravityScale As Float
Scale the gravity applied to this body.
linearDamping As Float
Linear damping is use to reduce the linear velocity. The damping parameter can be larger than 1.0f but the damping effect
becomes sensitive to the time step when the damping parameter is large.
linearVelocity As lgMathVector2
The linear velocity of the body's origin in world co-ordinates.
position As lgMathVector2
The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes.
type As com.badlogic.gdx.physics.box2d.BodyDef.BodyType
The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one.

lgBox2DBodyEditorLoader

Loads the collision fixtures defined with the Physics Body Editor
application. You only need to give it a body and the corresponding fixture
name, and it will attach these fixtures to your body.

Events:

None

Members:


  AttachFixture (body As lgBox2DBody, name As String, fd As lgBox2DFixtureDef, scale As Float)

  getImagePath (name As String) As String

  getOrigin (name As String, scale As Float) As lgMathVector2

  Initialize (str As String)

  InitializeWithFile (Internal As String)

  InitializeWithFile2 (File As lgFileHandle)

  SortedList As List

Members description:

AttachFixture (body As lgBox2DBody, name As String, fd As lgBox2DFixtureDef, scale As Float)
Creates and applies the fixtures defined in the editor. The name
parameter is used to retrieve the right fixture from the loaded file.

The body reference point (the red cross in the tool) is by default
located at the bottom left corner of the image. This reference point
will be put right over the BodyDef position point. Therefore, you should
place this reference point carefully to let you place your body in your
world easily with its BodyDef.position point. Note that to draw an image
at the position of your body, you will need to know this reference point
(see getOrigin).

Also, saved shapes are normalized. As shown in the tool, the width of
the image is considered to be always 1 meter. Thus, you need to provide
a scale factor so the polygons get resized according to your needs (not
every body is 1 meter large in your game, I guess).
body: The Box2d body you want to attach the fixture to.
name: The name of the fixture you want to load.
fd: The fixture parameters to apply to the created body fixture.
scale: The desired scale of the body. The default width is 1.
getImagePath (name As String) As String
Gets the image path attached to the given name.
getOrigin (name As String, scale As Float) As lgMathVector2
Gets the origin point attached to the given name. Since the point is
normalized in [0,1] coordinates, it needs to be scaled to your body
size. Warning: this method returns the same Vector2 object each time, so
copy it if you need it for later use.
Initialize (str As String)
InitializeWithFile (Internal As String)
InitializeWithFile2 (File As lgFileHandle)
SortedList As List
Gets a sorted list of all names.

lgBox2DChainShape


Events:

None

Members:


  ChildCount As Int [read only]

  createChain (vertices() As Float)

  createLoop (vertices() As lgMathVector2)

  dispose

  getVertex (index As Int, vertex As lgMathVector2)

  isLooped As Boolean

  NextVertex As lgMathVector2 [write only]

  PrevVertex As lgMathVector2 [write only]

  Radius As Float

  setNextVertex (nextVertexX As Float, nextVertexY As Float)

  setPrevVertex (prevVertexX As Float, prevVertexY As Float)

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

  VertexCount As Int [read only]

Members description:

ChildCount As Int [read only]
Get the number of child primitives.
createChain (vertices() As Float)
Create a chain with isolated end vertices.
vertices: an array of floats of alternating x, y coordinates.
createLoop (vertices() As lgMathVector2)
Create a loop. This automatically adjusts connectivity.
vertices: an array of vertices, these are copied
dispose
Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
getVertex (index As Int, vertex As lgMathVector2)
Returns the vertex at the given position.
index: the index of the vertex 0 <= index < getVertexCount( )
vertex: vertex
isLooped As Boolean
NextVertex As lgMathVector2 [write only]
Establish connectivity to a vertex that follows the last vertex. Don't call this for loops.
PrevVertex As lgMathVector2 [write only]
Establish connectivity to a vertex that precedes the first vertex. Don't call this for loops.
Radius As Float
Returns the radius of this shape
setNextVertex (nextVertexX As Float, nextVertexY As Float)
Establish connectivity to a vertex that follows the last vertex. Don't call this for loops.
setPrevVertex (prevVertexX As Float, prevVertexY As Float)
Establish connectivity to a vertex that precedes the first vertex. Don't call this for loops.
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]
VertexCount As Int [read only]

lgBox2DCircleShape

A circle shape.

Events:

None

Members:


  ChildCount As Int [read only]

  dispose

  Position As lgMathVector2

  Radius As Float

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

Members description:

ChildCount As Int [read only]
Get the number of child primitives.
dispose
Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
Position As lgMathVector2
Sets the position of the shape
Radius As Float
Returns the radius of this shape
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]
{@inheritDoc}

lgBox2DContact

The class manages contact between two shapes. A contact exists for each overlapping AABB in the broad-phase (except if
filtered). Therefore a contact object may exist that has no contact points.

Events:

None

Members:


  ChildIndexA As Int [read only]

  ChildIndexB As Int [read only]

  Enabled As Boolean [write only]

  FixtureA As lgBox2DFixture [read only]

  FixtureB As lgBox2DFixture [read only]

  Friction As Float

  isEnabled As Boolean

  isTouching As Boolean

  resetFriction

  ResetRestitution

  Restitution As Float

  TangentSpeed As Float

  WorldManifold As lgBox2DWorldManifold [read only]

Members description:

ChildIndexA As Int [read only]
Get the child primitive index for fixture A.
ChildIndexB As Int [read only]
Get the child primitive index for fixture B.
Enabled As Boolean [write only]
Enable/disable this contact. This can be used inside the pre-solve contact listener. The contact is only disabled for the
current time step (or sub-step in continuous collisions).
FixtureA As lgBox2DFixture [read only]
Get the first fixture in this contact.
FixtureB As lgBox2DFixture [read only]
Get the second fixture in this contact.
Friction As Float
Get the friction.
isEnabled As Boolean
Has this contact been disabled?
isTouching As Boolean
resetFriction
Reset the friction mixture to the default value.
ResetRestitution
Reset the restitution to the default value.
Restitution As Float
Get the restitution.
TangentSpeed As Float
Get the tangent speed.
WorldManifold As lgBox2DWorldManifold [read only]

lgBox2DContactImpulse

Contact impulses for reporting. Impulses are used instead of forces because sub-step forces may approach infinity for rigid
body collisions. These match up one-to-one with the contact points in b2Manifold.

Events:

None

Members:


  Count As Int [read only]

  NormalImpulses() As Float [read only]

  TangentImpulses() As Float [read only]

Members description:

Count As Int [read only]
NormalImpulses() As Float [read only]
TangentImpulses() As Float [read only]

lgBox2DDebugRenderer


Events:

None

Members:


  Axis As lgMathVector2

  dispose

  DrawAABBs As Boolean [write only]

  DrawBodies As Boolean [write only]

  DrawContacts As Boolean [write only]

  DrawInactiveBodies As Boolean [write only]

  DrawJoints As Boolean [write only]

  DrawVelocities As Boolean [write only]

  Initialize

  Initialize2 (drawBodies As Boolean, drawJoints As Boolean, drawAABBs As Boolean, drawInactiveBodies As Boolean, drawVelocities As Boolean, drawContacts As Boolean)

  isDrawAABBs As Boolean

  isDrawBodies As Boolean

  isDrawContacts As Boolean

  isDrawInactiveBodies As Boolean

  isDrawJoints As Boolean

  isDrawVelocities As Boolean

  render (world As com.badlogic.gdx.physics.box2d.World, projMatrix As lgMathMatrix4)

Members description:

Axis As lgMathVector2
dispose
DrawAABBs As Boolean [write only]
DrawBodies As Boolean [write only]
DrawContacts As Boolean [write only]
DrawInactiveBodies As Boolean [write only]
DrawJoints As Boolean [write only]
DrawVelocities As Boolean [write only]
Initialize
Initializes the renderer with the following settings:
drawBodies = true
drawJoints = true
drawAABBs = false
drawInactiveBodies = true
drawVelocities = false
drawContacts = true
Initialize2 (drawBodies As Boolean, drawJoints As Boolean, drawAABBs As Boolean, drawInactiveBodies As Boolean, drawVelocities As Boolean, drawContacts As Boolean)
isDrawAABBs As Boolean
isDrawBodies As Boolean
isDrawContacts As Boolean
isDrawInactiveBodies As Boolean
isDrawJoints As Boolean
isDrawVelocities As Boolean
render (world As com.badlogic.gdx.physics.box2d.World, projMatrix As lgMathMatrix4)
This assumes that the projection matrix has already been set.

lgBox2DDistanceJoint

A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a
massless, rigid rod.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  DampingRatio As Float

  Frequency As Float

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  Length As Float

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
DampingRatio As Float
Set/get damping ratio.
Frequency As Float
Set/get frequency in Hz.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
Length As Float
Set/get the natural length. Manipulating the length can lead to non-physical behavior when the frequency is zero.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DDistanceJointDef

Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint.
The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when
saving and loading a game.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  dampingRatio As Float

  frequencyHz As Float

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchorA As lgMathVector2, anchorB As lgMathVector2)

  length As Float

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
dampingRatio As Float
The damping ratio. 0 = no damping, 1 = critical damping.
frequencyHz As Float
The mass-spring-damper frequency in Hertz.
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchorA As lgMathVector2, anchorB As lgMathVector2)
Initialize the bodies, anchors, and length using the world anchors.
length As Float
The natural length between the anchor points.
localAnchorA As lgMathVector2
The local anchor point relative to body1's origin.
localAnchorB As lgMathVector2
The local anchor point relative to body2's origin.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DEdgeShape

A line segment (edge) shape. These can be connected in chains or loops to other edge shapes. The connectivity information is
used to ensure correct contact normals.

Events:

None

Members:


  ChildCount As Int [read only]

  dispose

  getVertex1 (vec As lgMathVector2)

  getVertex2 (vec As lgMathVector2)

  Radius As Float

  set (v1 As lgMathVector2, v2 As lgMathVector2)

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

Members description:

ChildCount As Int [read only]
Get the number of child primitives.
dispose
Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
getVertex1 (vec As lgMathVector2)
getVertex2 (vec As lgMathVector2)
Radius As Float
Returns the radius of this shape
set (v1 As lgMathVector2, v2 As lgMathVector2)
Set this as an isolated edge.
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

lgBox2DFilter

This holds contact filtering data.

Events:

None

Members:


  categoryBits As Short

  groupIndex As Short

  maskBits As Short

Members description:

categoryBits As Short
The collision category bits. Normally you would just set one bit.
groupIndex As Short
Collision groups allow a certain group of objects to never collide (negative) or always collide (positive). Zero means no
collision group. Non-zero group filtering always wins against the mask bits.
maskBits As Short
The collision mask bits. This states the categories that this shape would accept for collision.

lgBox2DFixture


Events:

None

Members:


  Body As lgBox2DBody [read only]

  Density As Float

  FilterData As lgBox2DFilter

  Friction As Float

  isSensor As Boolean

  refilter

  Restitution As Float

  Sensor As Boolean [write only]

  Shape As lgBox2DShape [read only]

  testPoint (p As lgMathVector2) As Boolean

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

  UserData As Object

Members description:

Body As lgBox2DBody [read only]
Get the parent body of this fixture. This is NULL if the fixture is not attached.
Density As Float
Get the density of this fixture.
FilterData As lgBox2DFilter
Set the contact filtering data. This will not update contacts until the next time step when either parent body is active and
awake. This automatically calls Refilter.
Friction As Float
Get the coefficient of friction.
isSensor As Boolean
Is this fixture a sensor (non-solid)?
Return type: @return:the true if the shape is a sensor.
refilter
Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
Restitution As Float
Get the coefficient of restitution.
Sensor As Boolean [write only]
Set if this fixture is a sensor.
Shape As lgBox2DShape [read only]
Returns the shape of this fixture
testPoint (p As lgMathVector2) As Boolean
Test a point for containment in this fixture.
p: a point in world coordinates.
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]
Get the type of the child shape. You can use this to down cast to the concrete shape.
UserData As Object
Sets custom user data.

lgBox2DFixtureDef

A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture
definitions safely.

Events:

None

Members:


  density As Float

  filter As lgBox2DFilter

  friction As Float

  isSensor As Boolean

  restitution As Float

  shape As lgBox2DShape

Members description:

density As Float
The density, usually in kg/m^2.
filter As lgBox2DFilter
Contact filtering data.
friction As Float
The friction coefficient, usually in the range [0,1].
isSensor As Boolean
A sensor shape collects contact information but never generates a collision response.
restitution As Float
The restitution (elasticity) usually in the range [0,1].
shape As lgBox2DShape
The shape, this must be set. The shape will be cloned, so you can create the shape on the stack.

lgBox2DFrictionJoint

Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  MaxForce As Float

  MaxTorque As Float

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
MaxForce As Float
Get the maximum friction force in N.
MaxTorque As Float
Get the maximum friction torque in N*m.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DFrictionJointDef

Friction joint definition.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2)

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  maxForce As Float

  maxTorque As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2)
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
localAnchorA As lgMathVector2
The local anchor point relative to bodyA's origin.
localAnchorB As lgMathVector2
The local anchor point relative to bodyB's origin.
maxForce As Float
The maximum friction force in N.
maxTorque As Float
The maximum friction torque in N-m.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DGearJoint

A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear
ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one
joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of
1/length.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  Ratio As Float

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
Ratio As Float
Set/Get the gear ratio.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DGearJointDef

Gear joint definition. This definition requires two existing revolute or prismatic joints (any combination will work). The
provided joints must attach a dynamic body to a static body.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  joint1 As lgBox2DJoint

  joint2 As lgBox2DJoint

  ratio As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
joint1 As lgBox2DJoint
The first revolute/prismatic joint attached to the gear joint.
joint2 As lgBox2DJoint
The second revolute/prismatic joint attached to the gear joint.
ratio As Float
The gear ratio.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DJoint


Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DJointDef


Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DJointEdge

A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an
edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for
each attached body.

Events:

None

Members:


  joint As lgBox2DJoint

  other As lgBox2DBody

Members description:

joint As lgBox2DJoint
other As lgBox2DBody

lgBox2DManifold


Events:

None

Members:


  LocalNormal As lgMathVector2 [read only]

  LocalPoint As lgMathVector2 [read only]

  MANIFOLDTYPE_Circle As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType

  MANIFOLDTYPE_FaceA As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType

  MANIFOLDTYPE_FaceB As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType

  PointCount As Int [read only]

  Points() As lgBox2DManifoldPoint [read only]

  Type As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType [read only]

Members description:

LocalNormal As lgMathVector2 [read only]
LocalPoint As lgMathVector2 [read only]
MANIFOLDTYPE_Circle As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType
MANIFOLDTYPE_FaceA As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType
MANIFOLDTYPE_FaceB As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType
PointCount As Int [read only]
Points() As lgBox2DManifoldPoint [read only]
Type As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType [read only]

lgBox2DManifoldPoint


Events:

None

Members:


  contactID As Int

  localPoint As lgMathVector2

  normalImpulse As Float

  tangentImpulse As Float

  toString As String

Members description:

contactID As Int
localPoint As lgMathVector2
normalImpulse As Float
tangentImpulse As Float
toString As String

lgBox2DMassData

This holds the mass data computed for a shape.

Events:

None

Members:


  center As lgMathVector2

  I As Float

  mass As Float

Members description:

center As lgMathVector2
The position of the shape's centroid relative to the shape's origin.
I As Float
The rotational inertia of the shape about the local origin.
mass As Float
The mass of the shape, usually in kilograms.

lgBox2DMouseJoint

A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force.
This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual
because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  DampingRatio As Float

  Frequency As Float

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  MaxForce As Float

  Target As lgMathVector2

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
DampingRatio As Float
Set/get the damping ratio (dimensionless).
Frequency As Float
Set/get the frequency in Hertz.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
MaxForce As Float
Set/get the maximum force in Newtons.
Target As lgMathVector2
Use this to update the target point.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DMouseJointDef

Mouse joint definition. This requires a world target point, tuning parameters, and the time step.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  dampingRatio As Float

  frequencyHz As Float

  maxForce As Float

  target As lgMathVector2

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
dampingRatio As Float
The damping ratio. 0 = no damping, 1 = critical damping.
frequencyHz As Float
The response speed.
maxForce As Float
The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of
the weight (multiplier * mass * gravity).
target As lgMathVector2
The initial world target point. This is assumed to coincide with the body anchor initially.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DParticleEmitter


Events:

None

Members:


  ActiveCount As Int [read only]

  Additive As Boolean

  AddParticle

  AddParticles (Count As Int)

  Aligned As Boolean

  AllowCompletion

  Angle As lgParticleScaledNumericValue [read only]

  Attached As Boolean

  Behind As Boolean

  BoundingBox As lgMathBoundingBox [read only]

  Continuous As Boolean

  Delay As lgParticleRangedNumericValue [read only]

  Draw (SpriteBatch As lgSpriteBatch)

  Draw2 (SpriteBatch As lgSpriteBatch, Delta As Float)

  Duration As lgParticleRangedNumericValue [read only]

  DurationTimer As Float

  Emission As lgParticleScaledNumericValue [read only]

  FlipY

  Gravity As lgParticleScaledNumericValue [read only]

  ImagePath As String

  Initialize (World As lgBox2DWorld)

  Initialize2 (World As lgBox2DWorld, File As lgFileHandle)

  Initialize3 (World As lgBox2DWorld, Emitter As lgParticleEmitter)

  InternalObject As com.badlogic.gdx.graphics.g2d.ParticleEmitterBox2D [read only]

  IsComplete As Boolean

  Life As lgParticleScaledNumericValue [read only]

  LifeOffset As lgParticleScaledNumericValue [read only]

  Load (Internal As String)

  Load2 (File As lgFileHandle)

  MaxParticleCount As Int

  MinParticleCount As Int

  Name As String

  PercentComplete As Float [read only]

  Reset

  Rotation As lgParticleScaledNumericValue [read only]

  Save (File As lgFileHandle)

  Scale As lgParticleScaledNumericValue [read only]

  SetFlip (FlipX As Boolean, FlipY As Boolean)

  SetPosition (X As Float, Y As Float)

  SpawnHeight As lgParticleScaledNumericValue [read only]

  SpawnShape As lgParticleSpawnShapeValue [read only]

  SpawnWidth As lgParticleScaledNumericValue [read only]

  Sprite As lgSprite

  Start

  Tint As lgParticleGradientColorValue [read only]

  Transparency As lgParticleScaledNumericValue [read only]

  Update (Delta As Float)

  Velocity As lgParticleScaledNumericValue [read only]

  Wind As lgParticleScaledNumericValue [read only]

  X As Float [read only]

  XOffsetValue As lgParticleRangedNumericValue [read only]

  Y As Float [read only]

  YOffsetValue As lgParticleRangedNumericValue [read only]

Members description:

ActiveCount As Int [read only]
Additive As Boolean
AddParticle
AddParticles (Count As Int)
Aligned As Boolean
AllowCompletion
Ignores the continuous setting until the emitter is started again. This allows the emitter to stop smoothly.
Angle As lgParticleScaledNumericValue [read only]
Attached As Boolean
Behind As Boolean
BoundingBox As lgMathBoundingBox [read only]
Returns the bounding box for all active particles. Z axis will always be zero.
Continuous As Boolean
Delay As lgParticleRangedNumericValue [read only]
Draw (SpriteBatch As lgSpriteBatch)
Draw2 (SpriteBatch As lgSpriteBatch, Delta As Float)
Updates and draws the particles. This is slightly more efficient than calling Update and Draw separately.
Duration As lgParticleRangedNumericValue [read only]
DurationTimer As Float
Emission As lgParticleScaledNumericValue [read only]
FlipY
Gravity As lgParticleScaledNumericValue [read only]
ImagePath As String
Initialize (World As lgBox2DWorld)
Constructs a default ParticleEmitter for Box2D. Box2d World is used for raycasting. Assumes that particles use same unit system that Box2d world does.
Initialize2 (World As lgBox2DWorld, File As lgFileHandle)
Constructs a ParticleEmitter for Box2D using the given file. Box2d World is used for raycasting. Assumes that particles use same unit system that Box2d world does.
Initialize3 (World As lgBox2DWorld, Emitter As lgParticleEmitter)
Constructs a ParticleEmitter for Box2D fully copying the given emitter attributes. Box2d World is used for raycasting. Assumes that particles use same unit system that Box2d world does.
InternalObject As com.badlogic.gdx.graphics.g2d.ParticleEmitterBox2D [read only]
IsComplete As Boolean
Life As lgParticleScaledNumericValue [read only]
LifeOffset As lgParticleScaledNumericValue [read only]
Load (Internal As String)
Load2 (File As lgFileHandle)
MaxParticleCount As Int
MinParticleCount As Int
Name As String
PercentComplete As Float [read only]
Reset
Rotation As lgParticleScaledNumericValue [read only]
Save (File As lgFileHandle)
Scale As lgParticleScaledNumericValue [read only]
SetFlip (FlipX As Boolean, FlipY As Boolean)
SetPosition (X As Float, Y As Float)
SpawnHeight As lgParticleScaledNumericValue [read only]
SpawnShape As lgParticleSpawnShapeValue [read only]
SpawnWidth As lgParticleScaledNumericValue [read only]
Sprite As lgSprite
Start
Tint As lgParticleGradientColorValue [read only]
Transparency As lgParticleScaledNumericValue [read only]
Update (Delta As Float)
Velocity As lgParticleScaledNumericValue [read only]
Wind As lgParticleScaledNumericValue [read only]
X As Float [read only]
XOffsetValue As lgParticleRangedNumericValue [read only]
Y As Float [read only]
YOffsetValue As lgParticleRangedNumericValue [read only]

lgBox2DPolygonShape


Events:

None

Members:


  ChildCount As Int [read only]

  dispose

  getVertex (index As Int, vertex As lgMathVector2)

  Radius As Float

  Set (vertices() As lgMathVector2)

  Set2 (vertices() As Float)

  Set3 (vertices() As Float, offset As Int, len As Int)

  SetAsBox (hx As Float, hy As Float)

  SetAsBox2 (hx As Float, hy As Float, center As lgMathVector2, angle As Float)

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

  VertexCount As Int [read only]

Members description:

ChildCount As Int [read only]
Get the number of child primitives.
dispose
Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
getVertex (index As Int, vertex As lgMathVector2)
Returns the vertex at the given position.
index: the index of the vertex 0 <= index < getVertexCount( )
vertex: vertex
Radius As Float
Returns the radius of this shape
Set (vertices() As lgMathVector2)
Copy vertices. This assumes the vertices define a convex polygon. It is assumed that the exterior is the the right of each
edge.
Set2 (vertices() As Float)
Copy vertices from the given float array. It is assumed the vertices are in x,y order and define a convex polygon. It is
assumed that the exterior is the the right of each edge.
Set3 (vertices() As Float, offset As Int, len As Int)
Copy vertices from the given float array, taking into account the offset and length. It is assumed the vertices are in
x,y order and define a convex polygon. It is assumed that the exterior is the the right of each edge.
SetAsBox (hx As Float, hy As Float)
Build vertices to represent an axis-aligned box.
hx: the half-width.
hy: the half-height.
SetAsBox2 (hx As Float, hy As Float, center As lgMathVector2, angle As Float)
Build vertices to represent an oriented box.
hx: the half-width.
hy: the half-height.
center: the center of the box in local coordinates.
angle: the rotation in radians of the box in local coordinates.
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]
{@inheritDoc}
VertexCount As Int [read only]

lgBox2DPrismaticJoint

A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in body1. Relative rotation is
prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint
friction.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  enableLimit (flag As Boolean)

  enableMotor (flag As Boolean)

  getMotorForce (invDt As Float) As Float

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  isLimitEnabled As Boolean

  isMotorEnabled As Boolean

  JointSpeed As Float [read only]

  JointTranslation As Float [read only]

  LowerLimit As Float [read only]

  MaxMotorForce As Float [write only]

  MotorSpeed As Float

  setLimits (lower As Float, upper As Float)

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UpperLimit As Float [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
enableLimit (flag As Boolean)
Enable/disable the joint limit.
enableMotor (flag As Boolean)
Enable/disable the joint motor.
getMotorForce (invDt As Float) As Float
Get the current motor force given the inverse time step, usually in N.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
isLimitEnabled As Boolean
Is the joint limit enabled?
isMotorEnabled As Boolean
Is the joint motor enabled?
JointSpeed As Float [read only]
Get the current joint translation speed, usually in meters per second.
JointTranslation As Float [read only]
Get the current joint translation, usually in meters.
LowerLimit As Float [read only]
Get the lower joint limit, usually in meters.
MaxMotorForce As Float [write only]
Set the maximum motor force, usually in N.
MotorSpeed As Float
Get the motor speed, usually in meters per second.
setLimits (lower As Float, upper As Float)
Set the joint limits, usually in meters.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UpperLimit As Float [read only]
Get the upper joint limit, usually in meters.
UserData As Object
Get the user data

lgBox2DPrismaticJointDef

Prismatic joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses
local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint
translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when
saving and loading a game.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  enableLimit As Boolean

  enableMotor As Boolean

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2, axis As lgMathVector2)

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  localAxisA As lgMathVector2

  lowerTranslation As Float

  maxMotorForce As Float

  motorSpeed As Float

  referenceAngle As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

  upperTranslation As Float

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
enableLimit As Boolean
Enable/disable the joint limit.
enableMotor As Boolean
Enable/disable the joint motor.
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2, axis As lgMathVector2)
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
localAnchorA As lgMathVector2
The local anchor point relative to body1's origin.
localAnchorB As lgMathVector2
The local anchor point relative to body2's origin.
localAxisA As lgMathVector2
The local translation axis in body1.
lowerTranslation As Float
The lower translation limit, usually in meters.
maxMotorForce As Float
The maximum motor torque, usually in N-m.
motorSpeed As Float
The desired motor speed in radians per second.
referenceAngle As Float
The constrained angle between the bodies: body2_angle - body1_angle.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.
upperTranslation As Float
The upper translation limit, usually in meters.

lgBox2DPulleyJoint

The pulley joint is connected to two bodies and two fixed ground points. The pulley supports a ratio such that: length1 + ratio
* length2 <= constant Yes, the force transmitted is scaled by the ratio. The pulley also enforces a maximum length limit on
both sides. This is useful to prevent one side of the pulley hitting the top.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  GroundAnchorA As lgMathVector2 [read only]

  GroundAnchorB As lgMathVector2 [read only]

  isActive As Boolean

  Length1 As Float [read only]

  Length2 As Float [read only]

  Ratio As Float [read only]

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
GroundAnchorA As lgMathVector2 [read only]
GroundAnchorB As lgMathVector2 [read only]
isActive As Boolean
Short-cut function to determine if either body is inactive.
Length1 As Float [read only]
Get the current length of the segment attached to body1.
Length2 As Float [read only]
Get the current length of the segment attached to body2.
Ratio As Float [read only]
Get the pulley ratio.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DPulleyJointDef

Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, max lengths for each side, and a
pulley ratio.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  groundAnchorA As lgMathVector2

  groundAnchorB As lgMathVector2

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, groundAnchorA As lgMathVector2, groundAnchorB As lgMathVector2, anchorA As lgMathVector2, anchorB As lgMathVector2, ratio As Float)

  lengthA As Float

  lengthB As Float

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  ratio As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
groundAnchorA As lgMathVector2
The first ground anchor in world coordinates. This point never moves.
groundAnchorB As lgMathVector2
The second ground anchor in world coordinates. This point never moves.
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, groundAnchorA As lgMathVector2, groundAnchorB As lgMathVector2, anchorA As lgMathVector2, anchorB As lgMathVector2, ratio As Float)
Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
lengthA As Float
The a reference length for the segment attached to bodyA.
lengthB As Float
The a reference length for the segment attached to bodyB.
localAnchorA As lgMathVector2
The local anchor point relative to bodyA's origin.
localAnchorB As lgMathVector2
The local anchor point relative to bodyB's origin.
ratio As Float
The pulley ratio, used to simulate a block-and-tackle.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DQueryCallback


Events:

ReportFixture(Fixture As lgBox2DFixture) As Boolean

Members:


  Initialize (CallbackSub As String)

Members description:

Initialize (CallbackSub As String)
Registers a query callback function. This callback function will be called for each fixture found by lgBox2DWorld.QueryAABB.
The function may terminate the query by returning false.

lgBox2DRayCastCallback


Events:

ReportFixture(Fixture As lgBox2DFixture, Point As lgMathVector2, Normal As lgMathVector2, Fraction As Float) As Float

Members:


  Initialize (CallbackSub As String)

Members description:

Initialize (CallbackSub As String)
Registers a ray cast callback function. This callback function will be called by lgBox2DWorld.RayCast.
The function controls how the ray cast proceeds by returning a float:
-1: ignore this fixture and continue;
0: terminate the ray cast;
fraction: clip the ray to this point;
1: don't clip the ray and continue.
Parameters passed to the callback function:
Fixture: The fixture hit by the ray;
Point: The point of initial intersection;
Normal: The normal vector at the point of intersection.
The lgMathVector2 instances passed to the callback will be reused for future calls so make a copy of them!

lgBox2DRevoluteJoint

A revolute joint constrains two bodies to share a common point while they are free to rotate about the point. The relative
rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a
lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is
provided so that infinite forces are not generated.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  enableLimit (flag As Boolean)

  enableMotor (flag As Boolean)

  getMotorTorque (invDt As Float) As Float

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  isLimitEnabled As Boolean

  isMotorEnabled As Boolean

  JointAngle As Float [read only]

  JointSpeed As Float [read only]

  LocalAnchorA As lgMathVector2 [read only]

  LocalAnchorB As lgMathVector2 [read only]

  LowerLimit As Float [read only]

  MaxMotorTorque As Float

  MotorSpeed As Float

  ReferenceAngle As Float [read only]

  setLimits (lower As Float, upper As Float)

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UpperLimit As Float [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
enableLimit (flag As Boolean)
Enable/disable the joint limit.
enableMotor (flag As Boolean)
Enable/disable the joint motor.
getMotorTorque (invDt As Float) As Float
Get the current motor torque, usually in N-m.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
isLimitEnabled As Boolean
Is the joint limit enabled?
isMotorEnabled As Boolean
Is the joint motor enabled?
JointAngle As Float [read only]
Get the current joint angle in radians.
JointSpeed As Float [read only]
Get the current joint angle speed in radians per second.
LocalAnchorA As lgMathVector2 [read only]
LocalAnchorB As lgMathVector2 [read only]
LowerLimit As Float [read only]
Get the lower joint limit in radians.
MaxMotorTorque As Float
Set the maximum motor torque, usually in N-m.
MotorSpeed As Float
Get the motor speed in radians per second.
ReferenceAngle As Float [read only]
Get the current motor torque, usually in N-m.
setLimits (lower As Float, upper As Float)
Set the joint limits in radians.
upper:
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UpperLimit As Float [read only]
Get the upper joint limit in radians.
UserData As Object
Get the user data

lgBox2DRevoluteJointDef

Revolute joint definition. This requires defining an anchor point where the bodies are joined. The definition uses local anchor
points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative
angle for joint limits. This helps when saving and loading a game. The local anchor points are measured from the body's origin
rather than the center of mass because: 1. you might not know where the center of mass will be. 2. if you add/remove shapes
from a body and recompute the mass, the joints will be broken.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  enableLimit As Boolean

  enableMotor As Boolean

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2)

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  lowerAngle As Float

  maxMotorTorque As Float

  motorSpeed As Float

  referenceAngle As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

  upperAngle As Float

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
enableLimit As Boolean
A flag to enable joint limits.
enableMotor As Boolean
A flag to enable the joint motor.
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2)
Initialize the bodies, anchors, and reference angle using a world anchor point.
localAnchorA As lgMathVector2
The local anchor point relative to body1's origin.
localAnchorB As lgMathVector2
The local anchor point relative to body2's origin.
lowerAngle As Float
The lower angle for the joint limit (radians).
maxMotorTorque As Float
The maximum motor torque used to achieve the desired motor speed. Usually in N-m.
motorSpeed As Float
The desired motor speed. Usually in radians per second.
referenceAngle As Float
The body2 angle minus body1 angle in the reference state (radians).
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.
upperAngle As Float
The upper angle for the joint limit (radians).

lgBox2DRopeJoint

A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to
change the maximum length during the simulation you will get some non-physical behavior. A model that would allow you to
dynamically modify the length would have some sponginess, so I chose not to implement it that way. See b2DistanceJoint if you
want to dynamically control length.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  MaxLength As Float

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
MaxLength As Float
Get the maximum length of the rope.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DRopeJointDef

Rope joint definition. This requires two body anchor points and a maximum lengths. Note: by default the connected objects will
not collide. see collideConnected in b2JointDef.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  maxLength As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
localAnchorA As lgMathVector2
The local anchor point relative to bodyA's origin.
localAnchorB As lgMathVector2
The local anchor point relative to bodyB's origin.
maxLength As Float
The maximum length of the rope. Warning: this must be larger than b2_linearSlop or the joint will have no effect.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DShape

A shape is used for collision detection. You can create a shape however you like. Shapes used for simulation in b2World are
created automatically when a b2Fixture is created. Shapes may encapsulate a one or more child shapes.

NOTE: YOU NEED TO DISPOSE SHAPES YOU CREATED YOURSELF AFTER YOU NO LONGER USE THEM! E.g. after calling body.createFixture();

Events:

None

Members:


  ChildCount As Int [read only]

  dispose

  Radius As Float

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

Members description:

ChildCount As Int [read only]
Get the number of child primitives.
dispose
Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
Radius As Float
Returns the radius of this shape
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]
Get the type of this shape. You can use this to down cast to the concrete shape.

lgBox2DTransform

Encodes a Box2D transform. We are lazy so we only store a 4 float wide array. First two floats are the position of the
b2Transform struct. Next two floats are the cosine and sine of the rotation angle.

Events:

None

Members:


  COS As Int

  mul (v As lgMathVector2) As lgMathVector2

  POS_X As Int

  POS_Y As Int

  Position As lgMathVector2

  Rotation As Float

  SIN As Int

  vals() As Float

Members description:

COS As Int
mul (v As lgMathVector2) As lgMathVector2
Transforms the given vector by this transform
v: the vector
POS_X As Int
POS_Y As Int
Position As lgMathVector2
Sets the position of this transform
Rotation As Float
Sets the rotation of this transform
SIN As Int
vals() As Float

lgBox2DWeldJoint

A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is
approximate.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  ReferenceAngle As Float [read only]

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
ReferenceAngle As Float [read only]
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DWeldJointDef


Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  initialize (body1 As lgBox2DBody, body2 As lgBox2DBody, anchor As lgMathVector2)

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  referenceAngle As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
initialize (body1 As lgBox2DBody, body2 As lgBox2DBody, anchor As lgMathVector2)
localAnchorA As lgMathVector2
localAnchorB As lgMathVector2
referenceAngle As Float
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DWheelJoint

A wheel joint. This joint provides two degrees of freedom: translation along an axis fixed in body1 and rotation in the plane.
You can use a joint limit to restrict the range of motion and a joint motor to drive the rotation or to model rotational
friction. This joint is designed for vehicle suspensions.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  enableMotor (flag As Boolean)

  getMotorTorque (invDt As Float) As Float

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  JointSpeed As Float [read only]

  JointTranslation As Float [read only]

  MaxMotorTorque As Float

  MotorSpeed As Float

  SpringDampingRatio As Float

  SpringFrequencyHz As Float

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
enableMotor (flag As Boolean)
Enable/disable the joint motor.
getMotorTorque (invDt As Float) As Float
Get the current motor torque given the inverse time step, usually in N-m.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
JointSpeed As Float [read only]
Get the current joint translation speed, usually in meters per second.
JointTranslation As Float [read only]
Get the current joint translation, usually in meters.
MaxMotorTorque As Float
Set/Get the maximum motor force, usually in N-m.
MotorSpeed As Float
Get the motor speed, usually in radians per second.
SpringDampingRatio As Float
Set/Get the spring damping ratio
SpringFrequencyHz As Float
Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DWheelJointDef

Wheel joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local
anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is
zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a
game.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  dampingRatio As Float

  enableMotor As Boolean

  frequencyHz As Float

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2, axis As lgMathVector2)

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  localAxisA As lgMathVector2

  maxMotorTorque As Float

  motorSpeed As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
dampingRatio As Float
Suspension damping ratio, one indicates critical damping
enableMotor As Boolean
Enable/disable the joint motor.
frequencyHz As Float
Suspension frequency, zero indicates no suspension
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2, axis As lgMathVector2)
localAnchorA As lgMathVector2
The local anchor point relative to body1's origin.
localAnchorB As lgMathVector2
The local anchor point relative to body2's origin.
localAxisA As lgMathVector2
The local translation axis in body1.
maxMotorTorque As Float
The maximum motor torque, usually in N-m.
motorSpeed As Float
The desired motor speed in radians per second.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DWorld


Events:

BeginContact(Contact As lgBox2DContact)
EndContact(Contact As lgBox2DContact)
PreSolve(Contact As lgBox2DContact, OldManifold As lgBox2DManifold)
PostSolve(Contact As lgBox2DContact, Impulse As lgBox2DContactImpulse)
ShouldCollide(FixtureA As lgBox2DFixture, FixtureB As lgBox2DFixture) As Boolean

Members:


  AutoClearForces As Boolean

  BodyCount As Int [read only]

  BODYTYPE_Dynamic As com.badlogic.gdx.physics.box2d.BodyDef.BodyType

  BODYTYPE_Kinematic As com.badlogic.gdx.physics.box2d.BodyDef.BodyType

  BODYTYPE_Static As com.badlogic.gdx.physics.box2d.BodyDef.BodyType

  ClearForces

  ContactCount As Int [read only]

  CreateBody (Def As lgBox2DBodyDef) As lgBox2DBody

  CreateJoint (Def As lgBox2DJointDef) As lgBox2DJoint

  DestroyBody (Body As lgBox2DBody)

  DestroyJoint (Joint As lgBox2DJoint)

  dispose

  GetAllBodies (Bodies As lgArray)

  GetAllContacts As lgArray

  GetAllJoints (Joints As lgArray)

  Gravity As lgMathVector2

  Initialize (Gravity As lgMathVector2, DoSleep As Boolean, EvtPrefix As String)

  InternalObject As com.badlogic.gdx.physics.box2d.World [read only]

  IsLocked As Boolean

  JointCount As Int [read only]

  JOINTTYPE_DistanceJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_FrictionJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_GearJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_MouseJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_PrismaticJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_PulleyJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_RevoluteJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_RopeJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_Unknown As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_WeldJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_WheelJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  ProxyCount As Int [read only]

  QueryAABB (Callback As lgBox2DQueryCallback, lowerX As Float, lowerY As Float, upperX As Float, upperY As Float)

  RayCast (Callback As lgBox2DRayCastCallback, Point1 As lgMathVector2, Point2 As lgMathVector2)

  SetContactFilter

  SetContinuousPhysics (Enable As Boolean)

  SetWarmStarting (Enable As Boolean)

  SHAPETYPE_Chain As com.badlogic.gdx.physics.box2d.Shape.Type

  SHAPETYPE_Circle As com.badlogic.gdx.physics.box2d.Shape.Type

  SHAPETYPE_Edge As com.badlogic.gdx.physics.box2d.Shape.Type

  SHAPETYPE_Polygon As com.badlogic.gdx.physics.box2d.Shape.Type

  Step (TimeStep As Float, VelocityIterations As Int, PositionIterations As Int)

  VelocityThreshold As Float

Members description:

AutoClearForces As Boolean
Gets or sets the flag that controls automatic clearing of forces after each time step.
BodyCount As Int [read only]
Gets the number of bodies.
BODYTYPE_Dynamic As com.badlogic.gdx.physics.box2d.BodyDef.BodyType
BODYTYPE_Kinematic As com.badlogic.gdx.physics.box2d.BodyDef.BodyType
BODYTYPE_Static As com.badlogic.gdx.physics.box2d.BodyDef.BodyType
ClearForces
Manually clear the force buffer on all bodies. By default, forces are cleared automatically after each call to Step. The default behavior is modified by AutoClearForces. The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain a fixed sized time step under a variable frame-rate. When you perform sub-stepping you will disable auto clearing of forces and instead call ClearForces after all sub-steps are complete in one pass of your game loop.
ContactCount As Int [read only]
Gets the number of contacts (each may have 0 or more contact points).
CreateBody (Def As lgBox2DBodyDef) As lgBox2DBody
Creates a rigid body given a definition. No reference to the definition is retained.
CreateJoint (Def As lgBox2DJointDef) As lgBox2DJoint
Creates a joint to constrain bodies together. No reference to the definition is retained.
DestroyBody (Body As lgBox2DBody)
Destroys the specified rigid body and all associated fixtures and joints. This function is locked during callbacks.
DestroyJoint (Joint As lgBox2DJoint)
Destroys the specified joint. This may cause the connected bodies to begin colliding.
dispose
Releases all resources of this object.
GetAllBodies (Bodies As lgArray)
Fills the given array with all bodies currently in the simulation.
GetAllContacts As lgArray
Returns an array of Contact instances produced by the last call to Step. Contacts are created and destroyed in the middle of a time step. Use the Contact events to avoid missing contacts.
GetAllJoints (Joints As lgArray)
Fills the given array with all joints currently in the simulation.
Gravity As lgMathVector2
Gets or sets the global gravity vector.
Initialize (Gravity As lgMathVector2, DoSleep As Boolean, EvtPrefix As String)
Constructs a world object and registers the contact listeners.
The Contact instance passed to the contact events will be reused for future calls so make a copy of its data!
Gravity: The world gravity vector.
DoSleep: Improve performance by not simulating inactive bodies.
EvtPrefix: Prefix of the contact events.
InternalObject As com.badlogic.gdx.physics.box2d.World [read only]
IsLocked As Boolean
Is the world locked (in the middle of a time step)?
JointCount As Int [read only]
Gets the number of joints.
JOINTTYPE_DistanceJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_FrictionJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_GearJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_MouseJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_PrismaticJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_PulleyJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_RevoluteJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_RopeJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_Unknown As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_WeldJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_WheelJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
ProxyCount As Int [read only]
Gets the number of broad-phase proxies.
QueryAABB (Callback As lgBox2DQueryCallback, lowerX As Float, lowerY As Float, upperX As Float, upperY As Float)
Queries the world for all fixtures that potentially overlap the provided AABB.
Callback: An instance of lgBox2DQueryCallback.
lowerX: The X coordinate of the lower left corner
lowerY: The Y coordinate of the lower left corner
upperX: The X coordinate of the upper right corner
upperY: The Y coordinate of the upper right corner
RayCast (Callback As lgBox2DRayCastCallback, Point1 As lgMathVector2, Point2 As lgMathVector2)
Ray-casts the world for all fixtures in the path of the ray. The ray-cast ignores shapes that contain the starting point.
Callback: An instance of lgBox2DRayCastCallback.
Point1: The ray starting point.
Point2: The ray ending point.
SetContactFilter
Raises the ShouldCollide event for each contact to provide collision filtering. Otherwise the default filter is used.
SetContinuousPhysics (Enable As Boolean)
Enables/disables continuous physics.
SetWarmStarting (Enable As Boolean)
Enables/disables warm starting.
SHAPETYPE_Chain As com.badlogic.gdx.physics.box2d.Shape.Type
SHAPETYPE_Circle As com.badlogic.gdx.physics.box2d.Shape.Type
SHAPETYPE_Edge As com.badlogic.gdx.physics.box2d.Shape.Type
SHAPETYPE_Polygon As com.badlogic.gdx.physics.box2d.Shape.Type
Step (TimeStep As Float, VelocityIterations As Int, PositionIterations As Int)
Takes a time step. This performs collision detection, integration, and constraint solution.
TimeStep: The amount of time to simulate, this should not vary.
VelocityIterations: For the velocity constraint solver.
PositionIterations: For the position constraint solver.
VelocityThreshold As Float
Gets or sets the global box2d velocity threshold (default 1.0).

lgBox2DWorldManifold

This is used to compute the current state of a contact manifold.

Events:

None

Members:


  Normal As lgMathVector2 [read only]

  NumberOfContactPoints As Int [read only]

  Points() As lgMathVector2 [read only]

Members description:

Normal As lgMathVector2 [read only]
Returns the normal of this manifold
NumberOfContactPoints As Int [read only]
Points() As lgMathVector2 [read only]
Returns the contact points of this manifold. Use getNumberOfContactPoints to determine how many contact points there are
(0,1 or 2)

lgClipboard


Events:

None

Members:


  Contents As String

Members description:

Contents As String

lgColor

A color class, holding the r, g, b and alpha component as floats in the range [0,1]. All methods perform clamping on the
internal values after execution.

Events:

None

Members:


  an style="color: #000000; ">a As Float

  add (color As lgColor) As lgColor

  addRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

  alpha (alpha As Float) As Int

  b As Float

  BLACK As lgColor

  BLUE As lgColor

  clamp As lgColor

  CLEAR As lgColor

  cpy As lgColor

  CYAN As lgColor

  DARK_GRAY As lgColor

  equals (o As Object) As Boolean

  g As Float

  GRAY As lgColor

  GREEN As lgColor

  hashCode As Int

  lerp (target As lgColor, t As Float) As lgColor

  LIGHT_GRAY As lgColor

  luminanceAlpha (luminance As Float, alpha As Float) As Int

  MAGENTA As lgColor

  mul (color As lgColor) As lgColor

  mulRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

  ORANGE As lgColor

  PINK As lgColor

  premultiplyAlpha As lgColor

  r As Float

  RED As lgColor

  rgb565 (r As Float, g As Float, b As Float) As Int

  rgb565ToColor (color As lgColor, value As Int)

  rgb888 (r As Float, g As Float, b As Float) As Int

  rgb888ToColor (color As lgColor, value As Int)

  rgba4444 (r As Float, g As Float, b As Float, a As Float) As Int

  rgba4444ToColor (color As lgColor, value As Int)

  rgba8888 (r As Float, g As Float, b As Float, a As Float) As Int

  rgba8888ToColor (color As lgColor, value As Int)

  set (color As lgColor) As lgColor

  setRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

  sub (color As lgColor) As lgColor

  subRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

  toFloatBits As Float

  toIntBits As Int

  toString As String

  valueOf (hex As String) As lgColor

  WHITE As lgColor

  YELLOW As lgColor

Members description:

a As Float
the red, green, blue and alpha components
add (color As lgColor) As lgColor
Adds the given color to this color.
color: the color
Return type: @return:this color
addRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

Return type: @return:this Color for chaining
alpha (alpha As Float) As Int
b As Float
the red, green, blue and alpha components
BLACK As lgColor
BLUE As lgColor
clamp As lgColor

Return type: @return:this Color for chaining
CLEAR As lgColor
cpy As lgColor

Return type: @return:a copy of this color
CYAN As lgColor
DARK_GRAY As lgColor
equals (o As Object) As Boolean
g As Float
the red, green, blue and alpha components
GRAY As lgColor
GREEN As lgColor
hashCode As Int
lerp (target As lgColor, t As Float) As lgColor
Linearly interpolates between this color and the target color by t which is in the range [0,1]. The result is stored in this
color.
target: The target color
t: The interpolation coefficient
Return type: @return:This color for chaining.
LIGHT_GRAY As lgColor
luminanceAlpha (luminance As Float, alpha As Float) As Int
MAGENTA As lgColor
mul (color As lgColor) As lgColor
Multiplies the this color and the given color
color: the color
Return type: @return:this color.
mulRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

Return type: @return:this Color for chaining
ORANGE As lgColor
PINK As lgColor
premultiplyAlpha As lgColor
Multiplies the RGB values by the alpha.
r As Float
the red, green, blue and alpha components
RED As lgColor
rgb565 (r As Float, g As Float, b As Float) As Int
rgb565ToColor (color As lgColor, value As Int)
Sets the Color components using the specified integer value in the format RGB565. This is inverse to the rgb565(r, g, b)
method.
color: The Color to be modified.
value: An integer color value in RGB565 format.
rgb888 (r As Float, g As Float, b As Float) As Int
rgb888ToColor (color As lgColor, value As Int)
Sets the Color components using the specified integer value in the format RGB888. This is inverse to the rgb888(r, g, b)
method.
color: The Color to be modified.
value: An integer color value in RGB888 format.
rgba4444 (r As Float, g As Float, b As Float, a As Float) As Int
rgba4444ToColor (color As lgColor, value As Int)
Sets the Color components using the specified integer value in the format RGBA4444. This is inverse to the rgba4444(r, g, b,
a) method.
color: The Color to be modified.
value: An integer color value in RGBA4444 format.
rgba8888 (r As Float, g As Float, b As Float, a As Float) As Int
rgba8888ToColor (color As lgColor, value As Int)
Sets the Color components using the specified integer value in the format RGBA8888. This is inverse to the rgba8888(r, g, b,
a) method.
color: The Color to be modified.
value: An integer color value in RGBA8888 format.
set (color As lgColor) As lgColor
Sets this color to the given color.
color: the Color
setRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

Return type: @return:this Color for chaining
sub (color As lgColor) As lgColor
Subtracts the given color from this color
color: the color
Return type: @return:this color
subRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

Return type: @return:this Color for chaining
toFloatBits As Float
Packs the color components into a 32-bit integer with the format ABGR and then converts it to a float.
Return type: @return:the packed color as a 32-bit float
toIntBits As Int
Packs the color components into a 32-bit integer with the format ABGR.
Return type: @return:the packed color as a 32-bit int.
toString As String
Returns the color encoded as hex string with the format RRGGBBAA.
valueOf (hex As String) As lgColor
Returns a new color from a hex string with the format RRGGBBAA.
WHITE As lgColor
YELLOW As lgColor

lgConfiguration

Class defining the configuration of an AndroidApplication. Allows you to disable the use of the accelerometer to save
battery among other things.

Events:

None

Members:


  an style="color: #000000; ">a As Int

  b As Int

  depth As Int

  g As Int

  hideStatusBar As Boolean

  maxSimultaneousSounds As Int

  numSamples As Int

  r As Int

  stencil As Int

  touchSleepTime As Int

  useAccelerometer As Boolean

  useCompass As Boolean

  useGL20 As Boolean

  useWakelock As Boolean

Members description:

a As Int
number of bits per color channel
b As Int
number of bits per color channel
depth As Int
number of bits for depth and stencil buffer
g As Int
number of bits per color channel
hideStatusBar As Boolean
hide status bar buttons on Android 4.x and higher (API 14+). Doesn't work if "android:targetSdkVersion" less 11 or if API
less 14. default: false
maxSimultaneousSounds As Int
the maximum number of Sound instances that can be played simultaneously, sets the corresponding SoundPool
constructor argument.
numSamples As Int
number of samples for CSAA/MSAA, 2 is a good value
r As Int
number of bits per color channel
stencil As Int
number of bits for depth and stencil buffer
touchSleepTime As Int
the time in milliseconds to sleep after each event in the touch handler, set this to 16ms to get rid of touch flooding on
pre Android 2.0 devices. default: 0
useAccelerometer As Boolean
whether to use the accelerometer. default: true
useCompass As Boolean
whether to use the compass. default: true
useGL20 As Boolean
whether to use OpenGL ES 2.0 or not. default: false
useWakelock As Boolean
whether to use a WakeLock or not. In case this is true you have to add the permission "android.permission.WAKE_LOCK"
to your manifest file. default: false

lgETC1TextureData


Events:

None

Members:


  consumeCompressedData

  consumePixmap As lgPixmap

  DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType

  disposePixmap As Boolean

  Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]

  Height As Int [read only]

  Initialize (File As lgFileHandle)

  Initialize2 (File As lgFileHandle, UseMipMaps As Boolean)

  isManaged As Boolean

  isPrepared As Boolean

  prepare

  Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]

  useMipMaps As Boolean

  Width As Int [read only]

Members description:

consumeCompressedData
Uploads the pixel data to the OpenGL ES texture. The caller must bind an OpenGL ES texture. A call to Prepare must preceed a call to this method.
consumePixmap As lgPixmap
Returns the Pixmap for upload by Texture. A call to Prepare must preceed a call to this method. Any internal datastructures created in Prepare should be disposed of here.
DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType
disposePixmap As Boolean
Returns whether the caller of ConsumePixmap should dispose the Pixmap returned by ConsumePixmap.
Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]
Height As Int [read only]
Initialize (File As lgFileHandle)
Initialize2 (File As lgFileHandle, UseMipMaps As Boolean)
isManaged As Boolean
Returns whether this implementation can cope with a EGL context loss.
isPrepared As Boolean
Returns whether the TextureData is prepared or not.
prepare
Prepares the TextureData for a call to ConsumePixmap or ConsumeCompressedData. This method can be called from a non OpenGL thread and should thus not interact with OpenGL.
Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]
useMipMaps As Boolean
Returns whether to generate mipmaps or not.
Width As Int [read only]

lgFileHandle

Represents a file or directory on the filesystem, classpath, Android SD card, or Android assets directory. FileHandles are
created via a {@link Files} instance.

Because some of the file types are backed by composite files and may be compressed (for example, if they are in an Android .apk or are
found via the classpath), the methods for extracting a {@link #path()} or {@link #file()} may not be appropriate for all types.
Use the Reader or Stream methods here to hide these dependencies from your platform independent code.

Events:

None

Members:


  child (name As String) As lgFileHandle

  copyTo (dest As lgFileHandle)

  delete As Boolean

  deleteDirectory As Boolean

  emptyDirectory

  exists As Boolean

  extension As String

  isDirectory As Boolean

  lastModified As Long

  length As Long

  mkdirs

  moveTo (dest As lgFileHandle)

  name As String

  nameWithoutExtension As String

  parent As lgFileHandle

  path As String

  pathWithoutExtension As String

  readBytes As Byte()

  readString As String

  readString2 (charset As String) As String

  sibling (name As String) As lgFileHandle

  tempDirectory (prefix As String) As lgFileHandle

  tempFile (prefix As String) As lgFileHandle

  toString As String

  type As com.badlogic.gdx.Files.FileType

  writeBytes (bytes() As Byte, append As Boolean)

  writeString (string As String, append As Boolean)

  writeString2 (string As String, append As Boolean, charset As String)

Members description:

child (name As String) As lgFileHandle
Returns a handle to the child with the specified name.
copyTo (dest As lgFileHandle)
Copies this file or directory to the specified file or directory.
If this handle is a file, then
1) if the destination is a file, it is overwritten, or
2) if the destination is a directory, this file is copied into it, or
3) if the destination doesn't exist, Mkdirs is called on the destination's parent and this file is copied into it with a new name.
If this handle is a directory, then
1) if the destination is a file, GdxRuntimeException is thrown, or
2) if the destination is a directory, this directory is copied into it recursively, overwriting existing files, or
3) if the destination doesn't exist, Mkdirs is called on the destination and this directory is copied into it recursively.
delete As Boolean
Deletes this file or empty directory and returns success. Will not delete a directory that has children.
deleteDirectory As Boolean
Deletes this file or directory and all children, recursively.
emptyDirectory
Deletes all children of this directory, recursively.
exists As Boolean
Returns true if the file exists. An internal handle to a directory will always return false.
extension As String
isDirectory As Boolean
Returns true if this file is a directory. An internal handle to an empty directory will return false.
lastModified As Long
Returns the last modified time in milliseconds for this file. Zero is returned if the file doesn't exist. Zero is returned for internal files.
length As Long
Returns the length in bytes of this file, or 0 if this file is a directory, does not exist, or the size cannot otherwise be
determined.
mkdirs
moveTo (dest As lgFileHandle)
Moves this file to the specified file, overwriting the file if it already exists.
name As String
Returns the name of the file, without any parent paths.
nameWithoutExtension As String
Returns the name of the file, without parent paths or the extension.
parent As lgFileHandle
path As String
Returns the path of the file as specified on construction, e.g. Files.internal("dir/file.png") -> dir/file.png.
pathWithoutExtension As String
Returns the path and filename without the extension, e.g. dir/dir2/file.png -> dir/dir2/file.
readBytes As Byte()
Reads the entire file into a byte array.
readString As String
Reads the entire file into a string using the platform's default charset.
readString2 (charset As String) As String
Reads the entire file into a string using the specified charset.
sibling (name As String) As lgFileHandle
Returns a handle to the sibling with the specified name.
tempDirectory (prefix As String) As lgFileHandle
tempFile (prefix As String) As lgFileHandle
toString As String
type As com.badlogic.gdx.Files.FileType
writeBytes (bytes() As Byte, append As Boolean)
Writes the specified bytes to the file. Parent directories will be created if necessary.
append: If false, this file will be overwritten if it exists, otherwise it will be appended.
writeString (string As String, append As Boolean)
Writes the specified string to the file using the default charset. Parent directories will be created if necessary.
append: If false, this file will be overwritten if it exists, otherwise it will be appended.
writeString2 (string As String, append As Boolean, charset As String)
Writes the specified string to the file as UTF-8. Parent directories will be created if necessary.
append: If false, this file will be overwritten if it exists, otherwise it will be appended.
charset: May be null to use the default charset.

lgFiles


Events:

None

Members:


  absolute (path As String) As lgFileHandle

  external (path As String) As lgFileHandle

  ExternalStoragePath As String [read only]

  FILETYPE_Absolute As com.badlogic.gdx.Files.FileType

  FILETYPE_External As com.badlogic.gdx.Files.FileType

  FILETYPE_Internal As com.badlogic.gdx.Files.FileType

  FILETYPE_Local As com.badlogic.gdx.Files.FileType

  getFileHandle (path As String, type As com.badlogic.gdx.Files.FileType) As lgFileHandle

  internal (path As String) As lgFileHandle

  isExternalStorageAvailable As Boolean

  isLocalStorageAvailable As Boolean

  local (path As String) As lgFileHandle

  LocalStoragePath As String [read only]

Members description:

absolute (path As String) As lgFileHandle
external (path As String) As lgFileHandle
ExternalStoragePath As String [read only]
FILETYPE_Absolute As com.badlogic.gdx.Files.FileType
FILETYPE_External As com.badlogic.gdx.Files.FileType
FILETYPE_Internal As com.badlogic.gdx.Files.FileType
FILETYPE_Local As com.badlogic.gdx.Files.FileType
getFileHandle (path As String, type As com.badlogic.gdx.Files.FileType) As lgFileHandle
internal (path As String) As lgFileHandle
isExternalStorageAvailable As Boolean
isLocalStorageAvailable As Boolean
local (path As String) As lgFileHandle
LocalStoragePath As String [read only]

lgFileTextureData


Events:

None

Members:


  consumeCompressedData

  consumePixmap As lgPixmap

  copyToPOT As Boolean

  DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType

  disposePixmap As Boolean

  FileHandle As lgFileHandle [read only]

  Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]

  Height As Int [read only]

  Initialize (File As lgFileHandle, PreloadedPixmap As lgPixmap, Format As com.badlogic.gdx.graphics.Pixmap.Format, UseMipMaps As Boolean)

  isManaged As Boolean

  isPrepared As Boolean

  prepare

  Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]

  useMipMaps As Boolean

  Width As Int [read only]

Members description:

consumeCompressedData
Uploads the pixel data to the OpenGL ES texture. The caller must bind an OpenGL ES texture. A call to Prepare must preceed a call to this method.
consumePixmap As lgPixmap
Returns the Pixmap for upload by Texture. A call to Prepare must preceed a call to this method. Any internal datastructures created in Prepare should be disposed of here.
copyToPOT As Boolean
DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType
disposePixmap As Boolean
Returns whether the caller of ConsumePixmap should dispose the Pixmap returned by ConsumePixmap.
FileHandle As lgFileHandle [read only]
Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]
Height As Int [read only]
Initialize (File As lgFileHandle, PreloadedPixmap As lgPixmap, Format As com.badlogic.gdx.graphics.Pixmap.Format, UseMipMaps As Boolean)
isManaged As Boolean
Returns whether this implementation can cope with a EGL context loss.
isPrepared As Boolean
Returns whether the TextureData is prepared or not.
prepare
Prepares the TextureData for a call to ConsumePixmap or ConsumeCompressedData. This method can be called from a non OpenGL thread and should thus not interact with OpenGL.
Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]
useMipMaps As Boolean
Returns whether to generate mipmaps or not.
Width As Int [read only]

lgFontGenerator


Events:

None

Members:


  CreateFont (Internal As String, Size As Int, Characters As String) As lgBitmapFont

  CreateFont2 (File As lgFileHandle, Size As Int, Characters As String) As lgBitmapFont

  CreateFont3 (Internal As String, Size As Int) As lgBitmapFont

  CreateFont4 (File As lgFileHandle, Size As Int) As lgBitmapFont

  CreateFonts (Internal As String, Sizes() As Int, Characters As String) As Map

  CreateFonts2 (File As lgFileHandle, Sizes() As Int, Characters As String) As Map

  CreateFonts3 (Internal As String, Sizes() As Int) As Map

  CreateFonts4 (File As lgFileHandle, Sizes() As Int) As Map

Members description:

CreateFont (Internal As String, Size As Int, Characters As String) As lgBitmapFont
Generates a new BitmapFont from a TrueType font file, containing glyphs for the given characters. Throws a GdxRuntimeException in case the font could not be generated. Using big sizes might cause such an exception. All characters need to fit onto a single texture.
Internal: The internal path of the font file.
Size: The size in pixels.
Characters: The characters the font should contain.
CreateFont2 (File As lgFileHandle, Size As Int, Characters As String) As lgBitmapFont
Generates a new BitmapFont from a TrueType font file, containing glyphs for the given characters. Throws a GdxRuntimeException in case the font could not be generated. Using big sizes might cause such an exception. All characters need to fit onto a single texture.
File: The file handle.
Size: The size in pixels.
Characters: The characters the font should contain.
CreateFont3 (Internal As String, Size As Int) As lgBitmapFont
Generates a new BitmapFont from a TrueType font file. Throws a GdxRuntimeException in case the font could not be generated. Using big sizes might cause such an exception. All characters need to fit onto a single texture.
Internal: The internal path of the font file.
Size: The size in pixels.
CreateFont4 (File As lgFileHandle, Size As Int) As lgBitmapFont
Generates a new BitmapFont from a TrueType font file. Throws a GdxRuntimeException in case the font could not be generated. Using big sizes might cause such an exception. All characters need to fit onto a single texture.
File: The file handle.
Size: The size in pixels.
CreateFonts (Internal As String, Sizes() As Int, Characters As String) As Map
Generates BitmapFonts of various sizes from a TrueType font file, containing glyphs for the given characters.
Returns a Map where the size is the key and the BitmapFont the value.
Internal: The internal path of the font file.
Sizes: An array containing the desired sizes in pixels.
Characters: The characters the font should contain.
CreateFonts2 (File As lgFileHandle, Sizes() As Int, Characters As String) As Map
Generates BitmapFonts of various sizes from a TrueType font file, containing glyphs for the given characters.
Returns a Map where the size is the key and the BitmapFont the value.
File: The file handle.
Sizes: An array containing the desired sizes in pixels.
Characters: The characters the font should contain.
CreateFonts3 (Internal As String, Sizes() As Int) As Map
Creates BitmapFonts of various sizes from a TrueType font file.
Returns a Map where the size is the key and the BitmapFont the value.
Internal: The internal path of the font file.
Sizes: An array containing the desired sizes in pixels.
CreateFonts4 (File As lgFileHandle, Sizes() As Int) As Map
Creates BitmapFonts of various sizes from a TrueType font file.
Returns a Map where the size is the key and the BitmapFont the value.
File: The file handle.
Sizes: An array containing the desired sizes in pixels.

lgGestureDetector


Events:

TouchDown(X As Float, Y As Float, Pointer As Int) As Boolean
Tap(X As Float, Y As Float, Count As Int) As Boolean
LongPress(X As Float, Y As Float) As Boolean
Fling(VelocityX As Float, VelocityY As Float) As Boolean
Pan(X As Float, Y As Float, DeltaX As Float, DeltaY As Float) As Boolean
PanStop(X As Float, Y As Float, Pointer As Int) As Boolean
Pinch(InitialPointer1 As lgMathVector2, InitialPointer2 As lgMathVector2, Pointer1 As lgMathVector2, Pointer2 As lgMathVector2) As Boolean
Zoom(InitialDistance As Float, Distance As Float) As Boolean

Members:


  Initialize (evtPrefix As String)

Members description:

Initialize (evtPrefix As String)
Registers a GestureDetector that detects gestures (tap, long press, fling, pan, zoom, pinch). It will be called each frame before the call to Render.
If another GestureDetector was already registered, it is replaced.

lgGL


Events:

None

Members:


  GL_GENERATE_MIPMAP As Int

  GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT As Int

  GL_TEXTURE_MAX_ANISOTROPY_EXT As Int

  GL10_ADD As Int

  GL10_ALIASED_LINE_WIDTH_RANGE As Int

  GL10_ALIASED_POINT_SIZE_RANGE As Int

  GL10_ALPHA As Int

  GL10_ALPHA_BITS As Int

  GL10_ALPHA_TEST As Int

  GL10_ALWAYS As Int

  GL10_AMBIENT As Int

  GL10_AMBIENT_AND_DIFFUSE As Int

  GL10_AND As Int

  GL10_AND_INVERTED As Int

  GL10_AND_REVERSE As Int

  GL10_BACK As Int

  GL10_BLEND As Int

  GL10_BLUE_BITS As Int

  GL10_BYTE As Int

  GL10_CCW As Int

  GL10_CLAMP_TO_EDGE As Int

  GL10_CLEAR As Int

  GL10_COLOR_ARRAY As Int

  GL10_COLOR_BUFFER_BIT As Int

  GL10_COLOR_LOGIC_OP As Int

  GL10_COLOR_MATERIAL As Int

  GL10_COMPRESSED_TEXTURE_FORMATS As Int

  GL10_CONSTANT_ATTENUATION As Int

  GL10_COPY As Int

  GL10_COPY_INVERTED As Int

  GL10_CULL_FACE As Int

  GL10_CW As Int

  GL10_DECAL As Int

  GL10_DECR As Int

  GL10_DEPTH_BITS As Int

  GL10_DEPTH_BUFFER_BIT As Int

  GL10_DEPTH_TEST As Int

  GL10_DIFFUSE As Int

  GL10_DITHER As Int

  GL10_DONT_CARE As Int

  GL10_DST_ALPHA As Int

  GL10_DST_COLOR As Int

  GL10_EMISSION As Int

  GL10_EQUAL As Int

  GL10_EQUIV As Int

  GL10_EXP As Int

  GL10_EXP2 As Int

  GL10_EXTENSIONS As Int

  GL10_FALSE As Int

  GL10_FASTEST As Int

  GL10_FILL As Int

  GL10_FLAT As Int

  GL10_FLOAT As Int

  GL10_FOG As Int

  GL10_FOG_COLOR As Int

  GL10_FOG_DENSITY As Int

  GL10_FOG_END As Int

  GL10_FOG_HINT As Int

  GL10_FOG_MODE As Int

  GL10_FOG_START As Int

  GL10_FRONT As Int

  GL10_FRONT_AND_BACK As Int

  GL10_GEQUAL As Int

  GL10_GREATER As Int

  GL10_GREEN_BITS As Int

  GL10_IMPLEMENTATION_COLOR_READ_FORMAT_OES As Int

  GL10_IMPLEMENTATION_COLOR_READ_TYPE_OES As Int

  GL10_INCR As Int

  GL10_INVALID_ENUM As Int

  GL10_INVALID_OPERATION As Int

  GL10_INVALID_VALUE As Int

  GL10_INVERT As Int

  GL10_KEEP As Int

  GL10_LEQUAL As Int

  GL10_LESS As Int

  GL10_LIGHT_MODEL_AMBIENT As Int

  GL10_LIGHT_MODEL_TWO_SIDE As Int

  GL10_LIGHT0 As Int

  GL10_LIGHT1 As Int

  GL10_LIGHT2 As Int

  GL10_LIGHT3 As Int

  GL10_LIGHT4 As Int

  GL10_LIGHT5 As Int

  GL10_LIGHT6 As Int

  GL10_LIGHT7 As Int

  GL10_LIGHTING As Int

  GL10_LINE As Int

  GL10_LINE_LOOP As Int

  GL10_LINE_SMOOTH As Int

  GL10_LINE_SMOOTH_HINT As Int

  GL10_LINE_STRIP As Int

  GL10_LINEAR As Int

  GL10_LINEAR_ATTENUATION As Int

  GL10_LINEAR_MIPMAP_LINEAR As Int

  GL10_LINEAR_MIPMAP_NEAREST As Int

  GL10_LINES As Int

  GL10_LUMINANCE As Int

  GL10_LUMINANCE_ALPHA As Int

  GL10_MAX_ELEMENTS_INDICES As Int

  GL10_MAX_ELEMENTS_VERTICES As Int

  GL10_MAX_LIGHTS As Int

  GL10_MAX_MODELVIEW_STACK_DEPTH As Int

  GL10_MAX_PROJECTION_STACK_DEPTH As Int

  GL10_MAX_TEXTURE_SIZE As Int

  GL10_MAX_TEXTURE_STACK_DEPTH As Int

  GL10_MAX_TEXTURE_UNITS As Int

  GL10_MAX_VIEWPORT_DIMS As Int

  GL10_MODELVIEW As Int

  GL10_MODULATE As Int

  GL10_MULTISAMPLE As Int

  GL10_NAND As Int

  GL10_NEAREST As Int

  GL10_NEAREST_MIPMAP_LINEAR As Int

  GL10_NEAREST_MIPMAP_NEAREST As Int

  GL10_NEVER As Int

  GL10_NICEST As Int

  GL10_NO_ERROR As Int

  GL10_NOOP As Int

  GL10_NOR As Int

  GL10_NORMAL_ARRAY As Int

  GL10_NORMALIZE As Int

  GL10_NOTEQUAL As Int

  GL10_NUM_COMPRESSED_TEXTURE_FORMATS As Int

  GL10_OES_compressed_paletted_texture As Int

  GL10_OES_read_format As Int

  GL10_OES_VERSION_1_0 As Int

  GL10_ONE As Int

  GL10_ONE_MINUS_DST_ALPHA As Int

  GL10_ONE_MINUS_DST_COLOR As Int

  GL10_ONE_MINUS_SRC_ALPHA As Int

  GL10_ONE_MINUS_SRC_COLOR As Int

  GL10_OR As Int

  GL10_OR_INVERTED As Int

  GL10_OR_REVERSE As Int

  GL10_OUT_OF_MEMORY As Int

  GL10_PACK_ALIGNMENT As Int

  GL10_PALETTE4_R5_G6_B5_OES As Int

  GL10_PALETTE4_RGB5_A1_OES As Int

  GL10_PALETTE4_RGB8_OES As Int

  GL10_PALETTE4_RGBA4_OES As Int

  GL10_PALETTE4_RGBA8_OES As Int

  GL10_PALETTE8_R5_G6_B5_OES As Int

  GL10_PALETTE8_RGB5_A1_OES As Int

  GL10_PALETTE8_RGB8_OES As Int

  GL10_PALETTE8_RGBA4_OES As Int

  GL10_PALETTE8_RGBA8_OES As Int

  GL10_PERSPECTIVE_CORRECTION_HINT As Int

  GL10_POINT As Int

  GL10_POINT_SMOOTH As Int

  GL10_POINT_SMOOTH_HINT As Int

  GL10_POINTS As Int

  GL10_POLYGON_OFFSET_FILL As Int

  GL10_POLYGON_SMOOTH_HINT As Int

  GL10_POSITION As Int

  GL10_PROJECTION As Int

  GL10_QUADRATIC_ATTENUATION As Int

  GL10_RED_BITS As Int

  GL10_RENDERER As Int

  GL10_REPEAT As Int

  GL10_REPLACE As Int

  GL10_RESCALE_NORMAL As Int

  GL10_RGB As Int

  GL10_RGBA As Int

  GL10_SAMPLE_ALPHA_TO_COVERAGE As Int

  GL10_SAMPLE_ALPHA_TO_ONE As Int

  GL10_SAMPLE_COVERAGE As Int

  GL10_SCISSOR_TEST As Int

  GL10_SET As Int

  GL10_SHININESS As Int

  GL10_SHORT As Int

  GL10_SMOOTH As Int

  GL10_SMOOTH_LINE_WIDTH_RANGE As Int

  GL10_SMOOTH_POINT_SIZE_RANGE As Int

  GL10_SPECULAR As Int

  GL10_SPOT_CUTOFF As Int

  GL10_SPOT_DIRECTION As Int

  GL10_SPOT_EXPONENT As Int

  GL10_SRC_ALPHA As Int

  GL10_SRC_ALPHA_SATURATE As Int

  GL10_SRC_COLOR As Int

  GL10_STACK_OVERFLOW As Int

  GL10_STACK_UNDERFLOW As Int

  GL10_STENCIL_BITS As Int

  GL10_STENCIL_BUFFER_BIT As Int

  GL10_STENCIL_TEST As Int

  GL10_SUBPIXEL_BITS As Int

  GL10_TEXTURE As Int

  GL10_TEXTURE_2D As Int

  GL10_TEXTURE_COORD_ARRAY As Int

  GL10_TEXTURE_ENV As Int

  GL10_TEXTURE_ENV_COLOR As Int

  GL10_TEXTURE_ENV_MODE As Int

  GL10_TEXTURE_MAG_FILTER As Int

  GL10_TEXTURE_MIN_FILTER As Int

  GL10_TEXTURE_WRAP_S As Int

  GL10_TEXTURE_WRAP_T As Int

  GL10_TEXTURE0 As Int

  GL10_TEXTURE1 As Int

  GL10_TEXTURE10 As Int

  GL10_TEXTURE11 As Int

  GL10_TEXTURE12 As Int

  GL10_TEXTURE13 As Int

  GL10_TEXTURE14 As Int

  GL10_TEXTURE15 As Int

  GL10_TEXTURE16 As Int

  GL10_TEXTURE17 As Int

  GL10_TEXTURE18 As Int

  GL10_TEXTURE19 As Int

  GL10_TEXTURE2 As Int

  GL10_TEXTURE20 As Int

  GL10_TEXTURE21 As Int

  GL10_TEXTURE22 As Int

  GL10_TEXTURE23 As Int

  GL10_TEXTURE24 As Int

  GL10_TEXTURE25 As Int

  GL10_TEXTURE26 As Int

  GL10_TEXTURE27 As Int

  GL10_TEXTURE28 As Int

  GL10_TEXTURE29 As Int

  GL10_TEXTURE3 As Int

  GL10_TEXTURE30 As Int

  GL10_TEXTURE31 As Int

  GL10_TEXTURE4 As Int

  GL10_TEXTURE5 As Int

  GL10_TEXTURE6 As Int

  GL10_TEXTURE7 As Int

  GL10_TEXTURE8 As Int

  GL10_TEXTURE9 As Int

  GL10_TRIANGLE_FAN As Int

  GL10_TRIANGLE_STRIP As Int

  GL10_TRIANGLES As Int

  GL10_TRUE As Int

  GL10_UNPACK_ALIGNMENT As Int

  GL10_UNSIGNED_BYTE As Int

  GL10_UNSIGNED_SHORT As Int

  GL10_UNSIGNED_SHORT_4_4_4_4 As Int

  GL10_UNSIGNED_SHORT_5_5_5_1 As Int

  GL10_UNSIGNED_SHORT_5_6_5 As Int

  GL10_VENDOR As Int

  GL10_VERSION As Int

  GL10_VERTEX_ARRAY As Int

  GL10_XOR As Int

  GL10_ZERO As Int

  GL11_ACTIVE_TEXTURE As Int

  GL11_ADD_SIGNED As Int

  GL11_ALPHA_SCALE As Int

  GL11_ALPHA_TEST_FUNC As Int

  GL11_ALPHA_TEST_REF As Int

  GL11_ARRAY_BUFFER As Int

  GL11_ARRAY_BUFFER_BINDING As Int

  GL11_BLEND_DST As Int

  GL11_BLEND_SRC As Int

  GL11_BUFFER_SIZE As Int

  GL11_BUFFER_USAGE As Int

  GL11_CLIENT_ACTIVE_TEXTURE As Int

  GL11_CLIP_PLANE0 As Int

  GL11_CLIP_PLANE1 As Int

  GL11_CLIP_PLANE2 As Int

  GL11_CLIP_PLANE3 As Int

  GL11_CLIP_PLANE4 As Int

  GL11_CLIP_PLANE5 As Int

  GL11_COLOR_ARRAY_BUFFER_BINDING As Int

  GL11_COLOR_ARRAY_POINTER As Int

  GL11_COLOR_ARRAY_SIZE As Int

  GL11_COLOR_ARRAY_STRIDE As Int

  GL11_COLOR_ARRAY_TYPE As Int

  GL11_COLOR_CLEAR_VALUE As Int

  GL11_COLOR_WRITEMASK As Int

  GL11_COMBINE As Int

  GL11_COMBINE_ALPHA As Int

  GL11_COMBINE_RGB As Int

  GL11_CONSTANT As Int

  GL11_COORD_REPLACE_OES As Int

  GL11_CULL_FACE_MODE As Int

  GL11_CURRENT_COLOR As Int

  GL11_CURRENT_NORMAL As Int

  GL11_CURRENT_TEXTURE_COORDS As Int

  GL11_DEPTH_CLEAR_VALUE As Int

  GL11_DEPTH_FUNC As Int

  GL11_DEPTH_RANGE As Int

  GL11_DEPTH_WRITEMASK As Int

  GL11_DOT3_RGB As Int

  GL11_DOT3_RGBA As Int

  GL11_DYNAMIC_DRAW As Int

  GL11_ELEMENT_ARRAY_BUFFER As Int

  GL11_ELEMENT_ARRAY_BUFFER_BINDING As Int

  GL11_FRONT_FACE As Int

  GL11_GENERATE_MIPMAP As Int

  GL11_GENERATE_MIPMAP_HINT As Int

  GL11_INTERPOLATE As Int

  GL11_LINE_WIDTH As Int

  GL11_LOGIC_OP_MODE As Int

  GL11_MATRIX_MODE As Int

  GL11_MAX_CLIP_PLANES As Int

  GL11_MAX_ELEMENTS_INDICES As Int

  GL11_MAX_ELEMENTS_VERTICES As Int

  GL11_MODELVIEW_MATRIX As Int

  GL11_MODELVIEW_STACK_DEPTH As Int

  GL11_NORMAL_ARRAY_BUFFER_BINDING As Int

  GL11_NORMAL_ARRAY_POINTER As Int

  GL11_NORMAL_ARRAY_STRIDE As Int

  GL11_NORMAL_ARRAY_TYPE As Int

  GL11_OES_point_size_array As Int

  GL11_OES_point_sprite As Int

  GL11_OES_VERSION_1_0 As Int

  GL11_OPERAND0_ALPHA As Int

  GL11_OPERAND0_RGB As Int

  GL11_OPERAND1_ALPHA As Int

  GL11_OPERAND1_RGB As Int

  GL11_OPERAND2_ALPHA As Int

  GL11_OPERAND2_RGB As Int

  GL11_POINT_DISTANCE_ATTENUATION As Int

  GL11_POINT_FADE_THRESHOLD_SIZE As Int

  GL11_POINT_SIZE As Int

  GL11_POINT_SIZE_ARRAY_BUFFER_BINDING_OES As Int

  GL11_POINT_SIZE_ARRAY_OES As Int

  GL11_POINT_SIZE_ARRAY_POINTER_OES As Int

  GL11_POINT_SIZE_ARRAY_STRIDE_OES As Int

  GL11_POINT_SIZE_ARRAY_TYPE_OES As Int

  GL11_POINT_SIZE_MAX As Int

  GL11_POINT_SIZE_MIN As Int

  GL11_POINT_SPRITE_OES As Int

  GL11_POLYGON_OFFSET_FACTOR As Int

  GL11_POLYGON_OFFSET_UNITS As Int

  GL11_POLYGON_SMOOTH_HINT As Int

  GL11_PREVIOUS As Int

  GL11_PRIMARY_COLOR As Int

  GL11_PROJECTION_MATRIX As Int

  GL11_PROJECTION_STACK_DEPTH As Int

  GL11_RGB_SCALE As Int

  GL11_SAMPLE_BUFFERS As Int

  GL11_SAMPLE_COVERAGE_INVERT As Int

  GL11_SAMPLE_COVERAGE_VALUE As Int

  GL11_SAMPLES As Int

  GL11_SCISSOR_BOX As Int

  GL11_SHADE_MODEL As Int

  GL11_SRC0_ALPHA As Int

  GL11_SRC0_RGB As Int

  GL11_SRC1_ALPHA As Int

  GL11_SRC1_RGB As Int

  GL11_SRC2_ALPHA As Int

  GL11_SRC2_RGB As Int

  GL11_STATIC_DRAW As Int

  GL11_STENCIL_CLEAR_VALUE As Int

  GL11_STENCIL_FAIL As Int

  GL11_STENCIL_FUNC As Int

  GL11_STENCIL_PASS_DEPTH_FAIL As Int

  GL11_STENCIL_PASS_DEPTH_PASS As Int

  GL11_STENCIL_REF As Int

  GL11_STENCIL_VALUE_MASK As Int

  GL11_STENCIL_WRITEMASK As Int

  GL11_SUBTRACT As Int

  GL11_TEXTURE_BINDING_2D As Int

  GL11_TEXTURE_COORD_ARRAY_BUFFER_BINDING As Int

  GL11_TEXTURE_COORD_ARRAY_POINTER As Int

  GL11_TEXTURE_COORD_ARRAY_SIZE As Int

  GL11_TEXTURE_COORD_ARRAY_STRIDE As Int

  GL11_TEXTURE_COORD_ARRAY_TYPE As Int

  GL11_TEXTURE_MATRIX As Int

  GL11_TEXTURE_STACK_DEPTH As Int

  GL11_VERSION_ES_CL_1_0 As Int

  GL11_VERSION_ES_CL_1_1 As Int

  GL11_VERSION_ES_CM_1_0 As Int

  GL11_VERSION_ES_CM_1_1 As Int

  GL11_VERTEX_ARRAY_BUFFER_BINDING As Int

  GL11_VERTEX_ARRAY_POINTER As Int

  GL11_VERTEX_ARRAY_SIZE As Int

  GL11_VERTEX_ARRAY_STRIDE As Int

  GL11_VERTEX_ARRAY_TYPE As Int

  GL11_VIEWPORT As Int

  GL20_ACTIVE_ATTRIBUTE_MAX_LENGTH As Int

  GL20_ACTIVE_ATTRIBUTES As Int

  GL20_ACTIVE_TEXTURE As Int

  GL20_ACTIVE_UNIFORM_MAX_LENGTH As Int

  GL20_ACTIVE_UNIFORMS As Int

  GL20_ALIASED_LINE_WIDTH_RANGE As Int

  GL20_ALIASED_POINT_SIZE_RANGE As Int

  GL20_ALPHA As Int

  GL20_ALPHA_BITS As Int

  GL20_ALWAYS As Int

  GL20_ARRAY_BUFFER As Int

  GL20_ARRAY_BUFFER_BINDING As Int

  GL20_ATTACHED_SHADERS As Int

  GL20_BACK As Int

  GL20_BLEND As Int

  GL20_BLEND_COLOR As Int

  GL20_BLEND_DST_ALPHA As Int

  GL20_BLEND_DST_RGB As Int

  GL20_BLEND_EQUATION As Int

  GL20_BLEND_EQUATION_ALPHA As Int

  GL20_BLEND_EQUATION_RGB As Int

  GL20_BLEND_SRC_ALPHA As Int

  GL20_BLEND_SRC_RGB As Int

  GL20_BLUE_BITS As Int

  GL20_BOOL As Int

  GL20_BOOL_VEC2 As Int

  GL20_BOOL_VEC3 As Int

  GL20_BOOL_VEC4 As Int

  GL20_BUFFER_SIZE As Int

  GL20_BUFFER_USAGE As Int

  GL20_BYTE As Int

  GL20_CCW As Int

  GL20_CLAMP_TO_EDGE As Int

  GL20_COLOR_ATTACHMENT0 As Int

  GL20_COLOR_BUFFER_BIT As Int

  GL20_COLOR_CLEAR_VALUE As Int

  GL20_COLOR_WRITEMASK As Int

  GL20_COMPILE_STATUS As Int

  GL20_COMPRESSED_TEXTURE_FORMATS As Int

  GL20_CONSTANT_ALPHA As Int

  GL20_CONSTANT_COLOR As Int

  GL20_COVERAGE_BUFFER_BIT_NV As Int

  GL20_CULL_FACE As Int

  GL20_CULL_FACE_MODE As Int

  GL20_CURRENT_PROGRAM As Int

  GL20_CURRENT_VERTEX_ATTRIB As Int

  GL20_CW As Int

  GL20_DECR As Int

  GL20_DECR_WRAP As Int

  GL20_DELETE_STATUS As Int

  GL20_DEPTH_ATTACHMENT As Int

  GL20_DEPTH_BITS As Int

  GL20_DEPTH_BUFFER_BIT As Int

  GL20_DEPTH_CLEAR_VALUE As Int

  GL20_DEPTH_COMPONENT As Int

  GL20_DEPTH_COMPONENT16 As Int

  GL20_DEPTH_FUNC As Int

  GL20_DEPTH_RANGE As Int

  GL20_DEPTH_TEST As Int

  GL20_DEPTH_WRITEMASK As Int

  GL20_DITHER As Int

  GL20_DONT_CARE As Int

  GL20_DST_ALPHA As Int

  GL20_DST_COLOR As Int

  GL20_DYNAMIC_DRAW As Int

  GL20_ELEMENT_ARRAY_BUFFER As Int

  GL20_ELEMENT_ARRAY_BUFFER_BINDING As Int

  GL20_EQUAL As Int

  GL20_ES_VERSION_2_0 As Int

  GL20_EXTENSIONS As Int

  GL20_FALSE As Int

  GL20_FASTEST As Int

  GL20_FIXED As Int

  GL20_FLOAT As Int

  GL20_FLOAT_MAT2 As Int

  GL20_FLOAT_MAT3 As Int

  GL20_FLOAT_MAT4 As Int

  GL20_FLOAT_VEC2 As Int

  GL20_FLOAT_VEC3 As Int

  GL20_FLOAT_VEC4 As Int

  GL20_FRAGMENT_SHADER As Int

  GL20_FRAMEBUFFER As Int

  GL20_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME As Int

  GL20_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE As Int

  GL20_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE As Int

  GL20_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL As Int

  GL20_FRAMEBUFFER_BINDING As Int

  GL20_FRAMEBUFFER_COMPLETE As Int

  GL20_FRAMEBUFFER_INCOMPLETE_ATTACHMENT As Int

  GL20_FRAMEBUFFER_INCOMPLETE_DIMENSIONS As Int

  GL20_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT As Int

  GL20_FRAMEBUFFER_UNSUPPORTED As Int

  GL20_FRONT As Int

  GL20_FRONT_AND_BACK As Int

  GL20_FRONT_FACE As Int

  GL20_FUNC_ADD As Int

  GL20_FUNC_REVERSE_SUBTRACT As Int

  GL20_FUNC_SUBTRACT As Int

  GL20_GENERATE_MIPMAP_HINT As Int

  GL20_GEQUAL As Int

  GL20_GREATER As Int

  GL20_GREEN_BITS As Int

  GL20_HIGH_FLOAT As Int

  GL20_HIGH_INT As Int

  GL20_IMPLEMENTATION_COLOR_READ_FORMAT As Int

  GL20_IMPLEMENTATION_COLOR_READ_TYPE As Int

  GL20_INCR As Int

  GL20_INCR_WRAP As Int

  GL20_INFO_LOG_LENGTH As Int

  GL20_INT As Int

  GL20_INT_VEC2 As Int

  GL20_INT_VEC3 As Int

  GL20_INT_VEC4 As Int

  GL20_INVALID_ENUM As Int

  GL20_INVALID_FRAMEBUFFER_OPERATION As Int

  GL20_INVALID_OPERATION As Int

  GL20_INVALID_VALUE As Int

  GL20_INVERT As Int

  GL20_KEEP As Int

  GL20_LEQUAL As Int

  GL20_LESS As Int

  GL20_LINE_LOOP As Int

  GL20_LINE_STRIP As Int

  GL20_LINE_WIDTH As Int

  GL20_LINEAR As Int

  GL20_LINEAR_MIPMAP_LINEAR As Int

  GL20_LINEAR_MIPMAP_NEAREST As Int

  GL20_LINES As Int

  GL20_LINK_STATUS As Int

  GL20_LOW_FLOAT As Int

  GL20_LOW_INT As Int

  GL20_LUMINANCE As Int

  GL20_LUMINANCE_ALPHA As Int

  GL20_MAX_COMBINED_TEXTURE_IMAGE_UNITS As Int

  GL20_MAX_CUBE_MAP_TEXTURE_SIZE As Int

  GL20_MAX_FRAGMENT_UNIFORM_VECTORS As Int

  GL20_MAX_RENDERBUFFER_SIZE As Int

  GL20_MAX_TEXTURE_IMAGE_UNITS As Int

  GL20_MAX_TEXTURE_SIZE As Int

  GL20_MAX_TEXTURE_UNITS As Int

  GL20_MAX_VARYING_VECTORS As Int

  GL20_MAX_VERTEX_ATTRIBS As Int

  GL20_MAX_VERTEX_TEXTURE_IMAGE_UNITS As Int

  GL20_MAX_VERTEX_UNIFORM_VECTORS As Int

  GL20_MAX_VIEWPORT_DIMS As Int

  GL20_MEDIUM_FLOAT As Int

  GL20_MEDIUM_INT As Int

  GL20_MIRRORED_REPEAT As Int

  GL20_NEAREST As Int

  GL20_NEAREST_MIPMAP_LINEAR As Int

  GL20_NEAREST_MIPMAP_NEAREST As Int

  GL20_NEVER As Int

  GL20_NICEST As Int

  GL20_NO_ERROR As Int

  GL20_NONE As Int

  GL20_NOTEQUAL As Int

  GL20_NUM_COMPRESSED_TEXTURE_FORMATS As Int

  GL20_NUM_SHADER_BINARY_FORMATS As Int

  GL20_ONE As Int

  GL20_ONE_MINUS_CONSTANT_ALPHA As Int

  GL20_ONE_MINUS_CONSTANT_COLOR As Int

  GL20_ONE_MINUS_DST_ALPHA As Int

  GL20_ONE_MINUS_DST_COLOR As Int

  GL20_ONE_MINUS_SRC_ALPHA As Int

  GL20_ONE_MINUS_SRC_COLOR As Int

  GL20_OUT_OF_MEMORY As Int

  GL20_PACK_ALIGNMENT As Int

  GL20_POINTS As Int

  GL20_POLYGON_OFFSET_FACTOR As Int

  GL20_POLYGON_OFFSET_FILL As Int

  GL20_POLYGON_OFFSET_UNITS As Int

  GL20_RED_BITS As Int

  GL20_RENDERBUFFER As Int

  GL20_RENDERBUFFER_ALPHA_SIZE As Int

  GL20_RENDERBUFFER_BINDING As Int

  GL20_RENDERBUFFER_BLUE_SIZE As Int

  GL20_RENDERBUFFER_DEPTH_SIZE As Int

  GL20_RENDERBUFFER_GREEN_SIZE As Int

  GL20_RENDERBUFFER_HEIGHT As Int

  GL20_RENDERBUFFER_INTERNAL_FORMAT As Int

  GL20_RENDERBUFFER_RED_SIZE As Int

  GL20_RENDERBUFFER_STENCIL_SIZE As Int

  GL20_RENDERBUFFER_WIDTH As Int

  GL20_RENDERER As Int

  GL20_REPEAT As Int

  GL20_REPLACE As Int

  GL20_RGB As Int

  GL20_RGB5_A1 As Int

  GL20_RGB565 As Int

  GL20_RGBA As Int

  GL20_RGBA4 As Int

  GL20_SAMPLE_ALPHA_TO_COVERAGE As Int

  GL20_SAMPLE_BUFFERS As Int

  GL20_SAMPLE_COVERAGE As Int

  GL20_SAMPLE_COVERAGE_INVERT As Int

  GL20_SAMPLE_COVERAGE_VALUE As Int

  GL20_SAMPLER_2D As Int

  GL20_SAMPLER_CUBE As Int

  GL20_SAMPLES As Int

  GL20_SCISSOR_BOX As Int

  GL20_SCISSOR_TEST As Int

  GL20_SHADER_BINARY_FORMATS As Int

  GL20_SHADER_COMPILER As Int

  GL20_SHADER_SOURCE_LENGTH As Int

  GL20_SHADER_TYPE As Int

  GL20_SHADING_LANGUAGE_VERSION As Int

  GL20_SHORT As Int

  GL20_SRC_ALPHA As Int

  GL20_SRC_ALPHA_SATURATE As Int

  GL20_SRC_COLOR As Int

  GL20_STATIC_DRAW As Int

  GL20_STENCIL_ATTACHMENT As Int

  GL20_STENCIL_BACK_FAIL As Int

  GL20_STENCIL_BACK_FUNC As Int

  GL20_STENCIL_BACK_PASS_DEPTH_FAIL As Int

  GL20_STENCIL_BACK_PASS_DEPTH_PASS As Int

  GL20_STENCIL_BACK_REF As Int

  GL20_STENCIL_BACK_VALUE_MASK As Int

  GL20_STENCIL_BACK_WRITEMASK As Int

  GL20_STENCIL_BITS As Int

  GL20_STENCIL_BUFFER_BIT As Int

  GL20_STENCIL_CLEAR_VALUE As Int

  GL20_STENCIL_FAIL As Int

  GL20_STENCIL_FUNC As Int

  GL20_STENCIL_INDEX As Int

  GL20_STENCIL_INDEX8 As Int

  GL20_STENCIL_PASS_DEPTH_FAIL As Int

  GL20_STENCIL_PASS_DEPTH_PASS As Int

  GL20_STENCIL_REF As Int

  GL20_STENCIL_TEST As Int

  GL20_STENCIL_VALUE_MASK As Int

  GL20_STENCIL_WRITEMASK As Int

  GL20_STREAM_DRAW As Int

  GL20_SUBPIXEL_BITS As Int

  GL20_TEXTURE As Int

  GL20_TEXTURE_2D As Int

  GL20_TEXTURE_BINDING_2D As Int

  GL20_TEXTURE_BINDING_CUBE_MAP As Int

  GL20_TEXTURE_CUBE_MAP As Int

  GL20_TEXTURE_CUBE_MAP_NEGATIVE_X As Int

  GL20_TEXTURE_CUBE_MAP_NEGATIVE_Y As Int

  GL20_TEXTURE_CUBE_MAP_NEGATIVE_Z As Int

  GL20_TEXTURE_CUBE_MAP_POSITIVE_X As Int

  GL20_TEXTURE_CUBE_MAP_POSITIVE_Y As Int

  GL20_TEXTURE_CUBE_MAP_POSITIVE_Z As Int

  GL20_TEXTURE_MAG_FILTER As Int

  GL20_TEXTURE_MIN_FILTER As Int

  GL20_TEXTURE_WRAP_S As Int

  GL20_TEXTURE_WRAP_T As Int

  GL20_TEXTURE0 As Int

  GL20_TEXTURE1 As Int

  GL20_TEXTURE10 As Int

  GL20_TEXTURE11 As Int

  GL20_TEXTURE12 As Int

  GL20_TEXTURE13 As Int

  GL20_TEXTURE14 As Int

  GL20_TEXTURE15 As Int

  GL20_TEXTURE16 As Int

  GL20_TEXTURE17 As Int

  GL20_TEXTURE18 As Int

  GL20_TEXTURE19 As Int

  GL20_TEXTURE2 As Int

  GL20_TEXTURE20 As Int

  GL20_TEXTURE21 As Int

  GL20_TEXTURE22 As Int

  GL20_TEXTURE23 As Int

  GL20_TEXTURE24 As Int

  GL20_TEXTURE25 As Int

  GL20_TEXTURE26 As Int

  GL20_TEXTURE27 As Int

  GL20_TEXTURE28 As Int

  GL20_TEXTURE29 As Int

  GL20_TEXTURE3 As Int

  GL20_TEXTURE30 As Int

  GL20_TEXTURE31 As Int

  GL20_TEXTURE4 As Int

  GL20_TEXTURE5 As Int

  GL20_TEXTURE6 As Int

  GL20_TEXTURE7 As Int

  GL20_TEXTURE8 As Int

  GL20_TEXTURE9 As Int

  GL20_TRIANGLE_FAN As Int

  GL20_TRIANGLE_STRIP As Int

  GL20_TRIANGLES As Int

  GL20_TRUE As Int

  GL20_UNPACK_ALIGNMENT As Int

  GL20_UNSIGNED_BYTE As Int

  GL20_UNSIGNED_INT As Int

  GL20_UNSIGNED_SHORT As Int

  GL20_UNSIGNED_SHORT_4_4_4_4 As Int

  GL20_UNSIGNED_SHORT_5_5_5_1 As Int

  GL20_UNSIGNED_SHORT_5_6_5 As Int

  GL20_VALIDATE_STATUS As Int

  GL20_VENDOR As Int

  GL20_VERSION As Int

  GL20_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING As Int

  GL20_VERTEX_ATTRIB_ARRAY_ENABLED As Int

  GL20_VERTEX_ATTRIB_ARRAY_NORMALIZED As Int

  GL20_VERTEX_ATTRIB_ARRAY_POINTER As Int

  GL20_VERTEX_ATTRIB_ARRAY_SIZE As Int

  GL20_VERTEX_ATTRIB_ARRAY_STRIDE As Int

  GL20_VERTEX_ATTRIB_ARRAY_TYPE As Int

  GL20_VERTEX_PROGRAM_POINT_SIZE As Int

  GL20_VERTEX_SHADER As Int

  GL20_VIEWPORT As Int

  GL20_ZERO As Int

  glActiveTexture (texture As Int)

  glBindTexture (target As Int, texture As Int)

  glBlendFunc (sfactor As Int, dfactor As Int)

  glClear (mask As Int)

  glClearColor (red As Float, green As Float, blue As Float, alpha As Float)

  glClearDepthf (depth As Float)

  glClearStencil (s As Int)

  glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)

  glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)

  glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)

  glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)

  glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)

  glCullFace (mode As Int)

  glDeleteTextures (n As Int, textures As java.nio.IntBuffer)

  glDepthFunc (func As Int)

  glDepthMask (flag As Boolean)

  glDepthRangef (zNear As Float, zFar As Float)

  glDisable (cap As Int)

  glDrawArrays (mode As Int, first As Int, count As Int)

  glDrawElements (mode As Int, count As Int, type As Int, indices As java.nio.Buffer)

  glEnable (cap As Int)

  glFinish

  glFlush

  glFrontFace (mode As Int)

  glGenTextures (n As Int, textures As java.nio.IntBuffer)

  glGetError As Int

  glGetIntegerv (pname As Int, params As java.nio.IntBuffer)

  glGetString (name As Int) As String

  glHint (target As Int, mode As Int)

  glLineWidth (width As Float)

  glPixelStorei (pname As Int, param As Int)

  glPolygonOffset (factor As Float, units As Float)

  glReadPixels (x As Int, y As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glScissor (x As Int, y As Int, width As Int, height As Int)

  glStencilFunc (func As Int, ref As Int, mask As Int)

  glStencilMask (mask As Int)

  glStencilOp (fail As Int, zfail As Int, zpass As Int)

  glTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glTexParameterf (target As Int, pname As Int, param As Float)

  glTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glViewport (x As Int, y As Int, width As Int, height As Int)

  InternalObject As com.badlogic.gdx.graphics.GLCommon [read only]

Members description:

GL_GENERATE_MIPMAP As Int
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT As Int
GL_TEXTURE_MAX_ANISOTROPY_EXT As Int
GL10_ADD As Int
GL10_ALIASED_LINE_WIDTH_RANGE As Int
GL10_ALIASED_POINT_SIZE_RANGE As Int
GL10_ALPHA As Int
GL10_ALPHA_BITS As Int
GL10_ALPHA_TEST As Int
GL10_ALWAYS As Int
GL10_AMBIENT As Int
GL10_AMBIENT_AND_DIFFUSE As Int
GL10_AND As Int
GL10_AND_INVERTED As Int
GL10_AND_REVERSE As Int
GL10_BACK As Int
GL10_BLEND As Int
GL10_BLUE_BITS As Int
GL10_BYTE As Int
GL10_CCW As Int
GL10_CLAMP_TO_EDGE As Int
GL10_CLEAR As Int
GL10_COLOR_ARRAY As Int
GL10_COLOR_BUFFER_BIT As Int
GL10_COLOR_LOGIC_OP As Int
GL10_COLOR_MATERIAL As Int
GL10_COMPRESSED_TEXTURE_FORMATS As Int
GL10_CONSTANT_ATTENUATION As Int
GL10_COPY As Int
GL10_COPY_INVERTED As Int
GL10_CULL_FACE As Int
GL10_CW As Int
GL10_DECAL As Int
GL10_DECR As Int
GL10_DEPTH_BITS As Int
GL10_DEPTH_BUFFER_BIT As Int
GL10_DEPTH_TEST As Int
GL10_DIFFUSE As Int
GL10_DITHER As Int
GL10_DONT_CARE As Int
GL10_DST_ALPHA As Int
GL10_DST_COLOR As Int
GL10_EMISSION As Int
GL10_EQUAL As Int
GL10_EQUIV As Int
GL10_EXP As Int
GL10_EXP2 As Int
GL10_EXTENSIONS As Int
GL10_FALSE As Int
GL10_FASTEST As Int
GL10_FILL As Int
GL10_FLAT As Int
GL10_FLOAT As Int
GL10_FOG As Int
GL10_FOG_COLOR As Int
GL10_FOG_DENSITY As Int
GL10_FOG_END As Int
GL10_FOG_HINT As Int
GL10_FOG_MODE As Int
GL10_FOG_START As Int
GL10_FRONT As Int
GL10_FRONT_AND_BACK As Int
GL10_GEQUAL As Int
GL10_GREATER As Int
GL10_GREEN_BITS As Int
GL10_IMPLEMENTATION_COLOR_READ_FORMAT_OES As Int
GL10_IMPLEMENTATION_COLOR_READ_TYPE_OES As Int
GL10_INCR As Int
GL10_INVALID_ENUM As Int
GL10_INVALID_OPERATION As Int
GL10_INVALID_VALUE As Int
GL10_INVERT As Int
GL10_KEEP As Int
GL10_LEQUAL As Int
GL10_LESS As Int
GL10_LIGHT_MODEL_AMBIENT As Int
GL10_LIGHT_MODEL_TWO_SIDE As Int
GL10_LIGHT0 As Int
GL10_LIGHT1 As Int
GL10_LIGHT2 As Int
GL10_LIGHT3 As Int
GL10_LIGHT4 As Int
GL10_LIGHT5 As Int
GL10_LIGHT6 As Int
GL10_LIGHT7 As Int
GL10_LIGHTING As Int
GL10_LINE As Int
GL10_LINE_LOOP As Int
GL10_LINE_SMOOTH As Int
GL10_LINE_SMOOTH_HINT As Int
GL10_LINE_STRIP As Int
GL10_LINEAR As Int
GL10_LINEAR_ATTENUATION As Int
GL10_LINEAR_MIPMAP_LINEAR As Int
GL10_LINEAR_MIPMAP_NEAREST As Int
GL10_LINES As Int
GL10_LUMINANCE As Int
GL10_LUMINANCE_ALPHA As Int
GL10_MAX_ELEMENTS_INDICES As Int
GL10_MAX_ELEMENTS_VERTICES As Int
GL10_MAX_LIGHTS As Int
GL10_MAX_MODELVIEW_STACK_DEPTH As Int
GL10_MAX_PROJECTION_STACK_DEPTH As Int
GL10_MAX_TEXTURE_SIZE As Int
GL10_MAX_TEXTURE_STACK_DEPTH As Int
GL10_MAX_TEXTURE_UNITS As Int
GL10_MAX_VIEWPORT_DIMS As Int
GL10_MODELVIEW As Int
GL10_MODULATE As Int
GL10_MULTISAMPLE As Int
GL10_NAND As Int
GL10_NEAREST As Int
GL10_NEAREST_MIPMAP_LINEAR As Int
GL10_NEAREST_MIPMAP_NEAREST As Int
GL10_NEVER As Int
GL10_NICEST As Int
GL10_NO_ERROR As Int
GL10_NOOP As Int
GL10_NOR As Int
GL10_NORMAL_ARRAY As Int
GL10_NORMALIZE As Int
GL10_NOTEQUAL As Int
GL10_NUM_COMPRESSED_TEXTURE_FORMATS As Int
GL10_OES_compressed_paletted_texture As Int
GL10_OES_read_format As Int
GL10_OES_VERSION_1_0 As Int
GL10_ONE As Int
GL10_ONE_MINUS_DST_ALPHA As Int
GL10_ONE_MINUS_DST_COLOR As Int
GL10_ONE_MINUS_SRC_ALPHA As Int
GL10_ONE_MINUS_SRC_COLOR As Int
GL10_OR As Int
GL10_OR_INVERTED As Int
GL10_OR_REVERSE As Int
GL10_OUT_OF_MEMORY As Int
GL10_PACK_ALIGNMENT As Int
GL10_PALETTE4_R5_G6_B5_OES As Int
GL10_PALETTE4_RGB5_A1_OES As Int
GL10_PALETTE4_RGB8_OES As Int
GL10_PALETTE4_RGBA4_OES As Int
GL10_PALETTE4_RGBA8_OES As Int
GL10_PALETTE8_R5_G6_B5_OES As Int
GL10_PALETTE8_RGB5_A1_OES As Int
GL10_PALETTE8_RGB8_OES As Int
GL10_PALETTE8_RGBA4_OES As Int
GL10_PALETTE8_RGBA8_OES As Int
GL10_PERSPECTIVE_CORRECTION_HINT As Int
GL10_POINT As Int
GL10_POINT_SMOOTH As Int
GL10_POINT_SMOOTH_HINT As Int
GL10_POINTS As Int
GL10_POLYGON_OFFSET_FILL As Int
GL10_POLYGON_SMOOTH_HINT As Int
GL10_POSITION As Int
GL10_PROJECTION As Int
GL10_QUADRATIC_ATTENUATION As Int
GL10_RED_BITS As Int
GL10_RENDERER As Int
GL10_REPEAT As Int
GL10_REPLACE As Int
GL10_RESCALE_NORMAL As Int
GL10_RGB As Int
GL10_RGBA As Int
GL10_SAMPLE_ALPHA_TO_COVERAGE As Int
GL10_SAMPLE_ALPHA_TO_ONE As Int
GL10_SAMPLE_COVERAGE As Int
GL10_SCISSOR_TEST As Int
GL10_SET As Int
GL10_SHININESS As Int
GL10_SHORT As Int
GL10_SMOOTH As Int
GL10_SMOOTH_LINE_WIDTH_RANGE As Int
GL10_SMOOTH_POINT_SIZE_RANGE As Int
GL10_SPECULAR As Int
GL10_SPOT_CUTOFF As Int
GL10_SPOT_DIRECTION As Int
GL10_SPOT_EXPONENT As Int
GL10_SRC_ALPHA As Int
GL10_SRC_ALPHA_SATURATE As Int
GL10_SRC_COLOR As Int
GL10_STACK_OVERFLOW As Int
GL10_STACK_UNDERFLOW As Int
GL10_STENCIL_BITS As Int
GL10_STENCIL_BUFFER_BIT As Int
GL10_STENCIL_TEST As Int
GL10_SUBPIXEL_BITS As Int
GL10_TEXTURE As Int
GL10_TEXTURE_2D As Int
GL10_TEXTURE_COORD_ARRAY As Int
GL10_TEXTURE_ENV As Int
GL10_TEXTURE_ENV_COLOR As Int
GL10_TEXTURE_ENV_MODE As Int
GL10_TEXTURE_MAG_FILTER As Int
GL10_TEXTURE_MIN_FILTER As Int
GL10_TEXTURE_WRAP_S As Int
GL10_TEXTURE_WRAP_T As Int
GL10_TEXTURE0 As Int
GL10_TEXTURE1 As Int
GL10_TEXTURE10 As Int
GL10_TEXTURE11 As Int
GL10_TEXTURE12 As Int
GL10_TEXTURE13 As Int
GL10_TEXTURE14 As Int
GL10_TEXTURE15 As Int
GL10_TEXTURE16 As Int
GL10_TEXTURE17 As Int
GL10_TEXTURE18 As Int
GL10_TEXTURE19 As Int
GL10_TEXTURE2 As Int
GL10_TEXTURE20 As Int
GL10_TEXTURE21 As Int
GL10_TEXTURE22 As Int
GL10_TEXTURE23 As Int
GL10_TEXTURE24 As Int
GL10_TEXTURE25 As Int
GL10_TEXTURE26 As Int
GL10_TEXTURE27 As Int
GL10_TEXTURE28 As Int
GL10_TEXTURE29 As Int
GL10_TEXTURE3 As Int
GL10_TEXTURE30 As Int
GL10_TEXTURE31 As Int
GL10_TEXTURE4 As Int
GL10_TEXTURE5 As Int
GL10_TEXTURE6 As Int
GL10_TEXTURE7 As Int
GL10_TEXTURE8 As Int
GL10_TEXTURE9 As Int
GL10_TRIANGLE_FAN As Int
GL10_TRIANGLE_STRIP As Int
GL10_TRIANGLES As Int
GL10_TRUE As Int
GL10_UNPACK_ALIGNMENT As Int
GL10_UNSIGNED_BYTE As Int
GL10_UNSIGNED_SHORT As Int
GL10_UNSIGNED_SHORT_4_4_4_4 As Int
GL10_UNSIGNED_SHORT_5_5_5_1 As Int
GL10_UNSIGNED_SHORT_5_6_5 As Int
GL10_VENDOR As Int
GL10_VERSION As Int
GL10_VERTEX_ARRAY As Int
GL10_XOR As Int
GL10_ZERO As Int
GL11_ACTIVE_TEXTURE As Int
GL11_ADD_SIGNED As Int
GL11_ALPHA_SCALE As Int
GL11_ALPHA_TEST_FUNC As Int
GL11_ALPHA_TEST_REF As Int
GL11_ARRAY_BUFFER As Int
GL11_ARRAY_BUFFER_BINDING As Int
GL11_BLEND_DST As Int
GL11_BLEND_SRC As Int
GL11_BUFFER_SIZE As Int
GL11_BUFFER_USAGE As Int
GL11_CLIENT_ACTIVE_TEXTURE As Int
GL11_CLIP_PLANE0 As Int
GL11_CLIP_PLANE1 As Int
GL11_CLIP_PLANE2 As Int
GL11_CLIP_PLANE3 As Int
GL11_CLIP_PLANE4 As Int
GL11_CLIP_PLANE5 As Int
GL11_COLOR_ARRAY_BUFFER_BINDING As Int
GL11_COLOR_ARRAY_POINTER As Int
GL11_COLOR_ARRAY_SIZE As Int
GL11_COLOR_ARRAY_STRIDE As Int
GL11_COLOR_ARRAY_TYPE As Int
GL11_COLOR_CLEAR_VALUE As Int
GL11_COLOR_WRITEMASK As Int
GL11_COMBINE As Int
GL11_COMBINE_ALPHA As Int
GL11_COMBINE_RGB As Int
GL11_CONSTANT As Int
GL11_COORD_REPLACE_OES As Int
GL11_CULL_FACE_MODE As Int
GL11_CURRENT_COLOR As Int
GL11_CURRENT_NORMAL As Int
GL11_CURRENT_TEXTURE_COORDS As Int
GL11_DEPTH_CLEAR_VALUE As Int
GL11_DEPTH_FUNC As Int
GL11_DEPTH_RANGE As Int
GL11_DEPTH_WRITEMASK As Int
GL11_DOT3_RGB As Int
GL11_DOT3_RGBA As Int
GL11_DYNAMIC_DRAW As Int
GL11_ELEMENT_ARRAY_BUFFER As Int
GL11_ELEMENT_ARRAY_BUFFER_BINDING As Int
GL11_FRONT_FACE As Int
GL11_GENERATE_MIPMAP As Int
GL11_GENERATE_MIPMAP_HINT As Int
GL11_INTERPOLATE As Int
GL11_LINE_WIDTH As Int
GL11_LOGIC_OP_MODE As Int
GL11_MATRIX_MODE As Int
GL11_MAX_CLIP_PLANES As Int
GL11_MAX_ELEMENTS_INDICES As Int
GL11_MAX_ELEMENTS_VERTICES As Int
GL11_MODELVIEW_MATRIX As Int
GL11_MODELVIEW_STACK_DEPTH As Int
GL11_NORMAL_ARRAY_BUFFER_BINDING As Int
GL11_NORMAL_ARRAY_POINTER As Int
GL11_NORMAL_ARRAY_STRIDE As Int
GL11_NORMAL_ARRAY_TYPE As Int
GL11_OES_point_size_array As Int
GL11_OES_point_sprite As Int
GL11_OES_VERSION_1_0 As Int
GL11_OPERAND0_ALPHA As Int
GL11_OPERAND0_RGB As Int
GL11_OPERAND1_ALPHA As Int
GL11_OPERAND1_RGB As Int
GL11_OPERAND2_ALPHA As Int
GL11_OPERAND2_RGB As Int
GL11_POINT_DISTANCE_ATTENUATION As Int
GL11_POINT_FADE_THRESHOLD_SIZE As Int
GL11_POINT_SIZE As Int
GL11_POINT_SIZE_ARRAY_BUFFER_BINDING_OES As Int
GL11_POINT_SIZE_ARRAY_OES As Int
GL11_POINT_SIZE_ARRAY_POINTER_OES As Int
GL11_POINT_SIZE_ARRAY_STRIDE_OES As Int
GL11_POINT_SIZE_ARRAY_TYPE_OES As Int
GL11_POINT_SIZE_MAX As Int
GL11_POINT_SIZE_MIN As Int
GL11_POINT_SPRITE_OES As Int
GL11_POLYGON_OFFSET_FACTOR As Int
GL11_POLYGON_OFFSET_UNITS As Int
GL11_POLYGON_SMOOTH_HINT As Int
GL11_PREVIOUS As Int
GL11_PRIMARY_COLOR As Int
GL11_PROJECTION_MATRIX As Int
GL11_PROJECTION_STACK_DEPTH As Int
GL11_RGB_SCALE As Int
GL11_SAMPLE_BUFFERS As Int
GL11_SAMPLE_COVERAGE_INVERT As Int
GL11_SAMPLE_COVERAGE_VALUE As Int
GL11_SAMPLES As Int
GL11_SCISSOR_BOX As Int
GL11_SHADE_MODEL As Int
GL11_SRC0_ALPHA As Int
GL11_SRC0_RGB As Int
GL11_SRC1_ALPHA As Int
GL11_SRC1_RGB As Int
GL11_SRC2_ALPHA As Int
GL11_SRC2_RGB As Int
GL11_STATIC_DRAW As Int
GL11_STENCIL_CLEAR_VALUE As Int
GL11_STENCIL_FAIL As Int
GL11_STENCIL_FUNC As Int
GL11_STENCIL_PASS_DEPTH_FAIL As Int
GL11_STENCIL_PASS_DEPTH_PASS As Int
GL11_STENCIL_REF As Int
GL11_STENCIL_VALUE_MASK As Int
GL11_STENCIL_WRITEMASK As Int
GL11_SUBTRACT As Int
GL11_TEXTURE_BINDING_2D As Int
GL11_TEXTURE_COORD_ARRAY_BUFFER_BINDING As Int
GL11_TEXTURE_COORD_ARRAY_POINTER As Int
GL11_TEXTURE_COORD_ARRAY_SIZE As Int
GL11_TEXTURE_COORD_ARRAY_STRIDE As Int
GL11_TEXTURE_COORD_ARRAY_TYPE As Int
GL11_TEXTURE_MATRIX As Int
GL11_TEXTURE_STACK_DEPTH As Int
GL11_VERSION_ES_CL_1_0 As Int
GL11_VERSION_ES_CL_1_1 As Int
GL11_VERSION_ES_CM_1_0 As Int
GL11_VERSION_ES_CM_1_1 As Int
GL11_VERTEX_ARRAY_BUFFER_BINDING As Int
GL11_VERTEX_ARRAY_POINTER As Int
GL11_VERTEX_ARRAY_SIZE As Int
GL11_VERTEX_ARRAY_STRIDE As Int
GL11_VERTEX_ARRAY_TYPE As Int
GL11_VIEWPORT As Int
GL20_ACTIVE_ATTRIBUTE_MAX_LENGTH As Int
GL20_ACTIVE_ATTRIBUTES As Int
GL20_ACTIVE_TEXTURE As Int
GL20_ACTIVE_UNIFORM_MAX_LENGTH As Int
GL20_ACTIVE_UNIFORMS As Int
GL20_ALIASED_LINE_WIDTH_RANGE As Int
GL20_ALIASED_POINT_SIZE_RANGE As Int
GL20_ALPHA As Int
GL20_ALPHA_BITS As Int
GL20_ALWAYS As Int
GL20_ARRAY_BUFFER As Int
GL20_ARRAY_BUFFER_BINDING As Int
GL20_ATTACHED_SHADERS As Int
GL20_BACK As Int
GL20_BLEND As Int
GL20_BLEND_COLOR As Int
GL20_BLEND_DST_ALPHA As Int
GL20_BLEND_DST_RGB As Int
GL20_BLEND_EQUATION As Int
GL20_BLEND_EQUATION_ALPHA As Int
GL20_BLEND_EQUATION_RGB As Int
GL20_BLEND_SRC_ALPHA As Int
GL20_BLEND_SRC_RGB As Int
GL20_BLUE_BITS As Int
GL20_BOOL As Int
GL20_BOOL_VEC2 As Int
GL20_BOOL_VEC3 As Int
GL20_BOOL_VEC4 As Int
GL20_BUFFER_SIZE As Int
GL20_BUFFER_USAGE As Int
GL20_BYTE As Int
GL20_CCW As Int
GL20_CLAMP_TO_EDGE As Int
GL20_COLOR_ATTACHMENT0 As Int
GL20_COLOR_BUFFER_BIT As Int
GL20_COLOR_CLEAR_VALUE As Int
GL20_COLOR_WRITEMASK As Int
GL20_COMPILE_STATUS As Int
GL20_COMPRESSED_TEXTURE_FORMATS As Int
GL20_CONSTANT_ALPHA As Int
GL20_CONSTANT_COLOR As Int
GL20_COVERAGE_BUFFER_BIT_NV As Int
GL20_CULL_FACE As Int
GL20_CULL_FACE_MODE As Int
GL20_CURRENT_PROGRAM As Int
GL20_CURRENT_VERTEX_ATTRIB As Int
GL20_CW As Int
GL20_DECR As Int
GL20_DECR_WRAP As Int
GL20_DELETE_STATUS As Int
GL20_DEPTH_ATTACHMENT As Int
GL20_DEPTH_BITS As Int
GL20_DEPTH_BUFFER_BIT As Int
GL20_DEPTH_CLEAR_VALUE As Int
GL20_DEPTH_COMPONENT As Int
GL20_DEPTH_COMPONENT16 As Int
GL20_DEPTH_FUNC As Int
GL20_DEPTH_RANGE As Int
GL20_DEPTH_TEST As Int
GL20_DEPTH_WRITEMASK As Int
GL20_DITHER As Int
GL20_DONT_CARE As Int
GL20_DST_ALPHA As Int
GL20_DST_COLOR As Int
GL20_DYNAMIC_DRAW As Int
GL20_ELEMENT_ARRAY_BUFFER As Int
GL20_ELEMENT_ARRAY_BUFFER_BINDING As Int
GL20_EQUAL As Int
GL20_ES_VERSION_2_0 As Int
GL20_EXTENSIONS As Int
GL20_FALSE As Int
GL20_FASTEST As Int
GL20_FIXED As Int
GL20_FLOAT As Int
GL20_FLOAT_MAT2 As Int
GL20_FLOAT_MAT3 As Int
GL20_FLOAT_MAT4 As Int
GL20_FLOAT_VEC2 As Int
GL20_FLOAT_VEC3 As Int
GL20_FLOAT_VEC4 As Int
GL20_FRAGMENT_SHADER As Int
GL20_FRAMEBUFFER As Int
GL20_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME As Int
GL20_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE As Int
GL20_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE As Int
GL20_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL As Int
GL20_FRAMEBUFFER_BINDING As Int
GL20_FRAMEBUFFER_COMPLETE As Int
GL20_FRAMEBUFFER_INCOMPLETE_ATTACHMENT As Int
GL20_FRAMEBUFFER_INCOMPLETE_DIMENSIONS As Int
GL20_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT As Int
GL20_FRAMEBUFFER_UNSUPPORTED As Int
GL20_FRONT As Int
GL20_FRONT_AND_BACK As Int
GL20_FRONT_FACE As Int
GL20_FUNC_ADD As Int
GL20_FUNC_REVERSE_SUBTRACT As Int
GL20_FUNC_SUBTRACT As Int
GL20_GENERATE_MIPMAP_HINT As Int
GL20_GEQUAL As Int
GL20_GREATER As Int
GL20_GREEN_BITS As Int
GL20_HIGH_FLOAT As Int
GL20_HIGH_INT As Int
GL20_IMPLEMENTATION_COLOR_READ_FORMAT As Int
GL20_IMPLEMENTATION_COLOR_READ_TYPE As Int
GL20_INCR As Int
GL20_INCR_WRAP As Int
GL20_INFO_LOG_LENGTH As Int
GL20_INT As Int
GL20_INT_VEC2 As Int
GL20_INT_VEC3 As Int
GL20_INT_VEC4 As Int
GL20_INVALID_ENUM As Int
GL20_INVALID_FRAMEBUFFER_OPERATION As Int
GL20_INVALID_OPERATION As Int
GL20_INVALID_VALUE As Int
GL20_INVERT As Int
GL20_KEEP As Int
GL20_LEQUAL As Int
GL20_LESS As Int
GL20_LINE_LOOP As Int
GL20_LINE_STRIP As Int
GL20_LINE_WIDTH As Int
GL20_LINEAR As Int
GL20_LINEAR_MIPMAP_LINEAR As Int
GL20_LINEAR_MIPMAP_NEAREST As Int
GL20_LINES As Int
GL20_LINK_STATUS As Int
GL20_LOW_FLOAT As Int
GL20_LOW_INT As Int
GL20_LUMINANCE As Int
GL20_LUMINANCE_ALPHA As Int
GL20_MAX_COMBINED_TEXTURE_IMAGE_UNITS As Int
GL20_MAX_CUBE_MAP_TEXTURE_SIZE As Int
GL20_MAX_FRAGMENT_UNIFORM_VECTORS As Int
GL20_MAX_RENDERBUFFER_SIZE As Int
GL20_MAX_TEXTURE_IMAGE_UNITS As Int
GL20_MAX_TEXTURE_SIZE As Int
GL20_MAX_TEXTURE_UNITS As Int
GL20_MAX_VARYING_VECTORS As Int
GL20_MAX_VERTEX_ATTRIBS As Int
GL20_MAX_VERTEX_TEXTURE_IMAGE_UNITS As Int
GL20_MAX_VERTEX_UNIFORM_VECTORS As Int
GL20_MAX_VIEWPORT_DIMS As Int
GL20_MEDIUM_FLOAT As Int
GL20_MEDIUM_INT As Int
GL20_MIRRORED_REPEAT As Int
GL20_NEAREST As Int
GL20_NEAREST_MIPMAP_LINEAR As Int
GL20_NEAREST_MIPMAP_NEAREST As Int
GL20_NEVER As Int
GL20_NICEST As Int
GL20_NO_ERROR As Int
GL20_NONE As Int
GL20_NOTEQUAL As Int
GL20_NUM_COMPRESSED_TEXTURE_FORMATS As Int
GL20_NUM_SHADER_BINARY_FORMATS As Int
GL20_ONE As Int
GL20_ONE_MINUS_CONSTANT_ALPHA As Int
GL20_ONE_MINUS_CONSTANT_COLOR As Int
GL20_ONE_MINUS_DST_ALPHA As Int
GL20_ONE_MINUS_DST_COLOR As Int
GL20_ONE_MINUS_SRC_ALPHA As Int
GL20_ONE_MINUS_SRC_COLOR As Int
GL20_OUT_OF_MEMORY As Int
GL20_PACK_ALIGNMENT As Int
GL20_POINTS As Int
GL20_POLYGON_OFFSET_FACTOR As Int
GL20_POLYGON_OFFSET_FILL As Int
GL20_POLYGON_OFFSET_UNITS As Int
GL20_RED_BITS As Int
GL20_RENDERBUFFER As Int
GL20_RENDERBUFFER_ALPHA_SIZE As Int
GL20_RENDERBUFFER_BINDING As Int
GL20_RENDERBUFFER_BLUE_SIZE As Int
GL20_RENDERBUFFER_DEPTH_SIZE As Int
GL20_RENDERBUFFER_GREEN_SIZE As Int
GL20_RENDERBUFFER_HEIGHT As Int
GL20_RENDERBUFFER_INTERNAL_FORMAT As Int
GL20_RENDERBUFFER_RED_SIZE As Int
GL20_RENDERBUFFER_STENCIL_SIZE As Int
GL20_RENDERBUFFER_WIDTH As Int
GL20_RENDERER As Int
GL20_REPEAT As Int
GL20_REPLACE As Int
GL20_RGB As Int
GL20_RGB5_A1 As Int
GL20_RGB565 As Int
GL20_RGBA As Int
GL20_RGBA4 As Int
GL20_SAMPLE_ALPHA_TO_COVERAGE As Int
GL20_SAMPLE_BUFFERS As Int
GL20_SAMPLE_COVERAGE As Int
GL20_SAMPLE_COVERAGE_INVERT As Int
GL20_SAMPLE_COVERAGE_VALUE As Int
GL20_SAMPLER_2D As Int
GL20_SAMPLER_CUBE As Int
GL20_SAMPLES As Int
GL20_SCISSOR_BOX As Int
GL20_SCISSOR_TEST As Int
GL20_SHADER_BINARY_FORMATS As Int
GL20_SHADER_COMPILER As Int
GL20_SHADER_SOURCE_LENGTH As Int
GL20_SHADER_TYPE As Int
GL20_SHADING_LANGUAGE_VERSION As Int
GL20_SHORT As Int
GL20_SRC_ALPHA As Int
GL20_SRC_ALPHA_SATURATE As Int
GL20_SRC_COLOR As Int
GL20_STATIC_DRAW As Int
GL20_STENCIL_ATTACHMENT As Int
GL20_STENCIL_BACK_FAIL As Int
GL20_STENCIL_BACK_FUNC As Int
GL20_STENCIL_BACK_PASS_DEPTH_FAIL As Int
GL20_STENCIL_BACK_PASS_DEPTH_PASS As Int
GL20_STENCIL_BACK_REF As Int
GL20_STENCIL_BACK_VALUE_MASK As Int
GL20_STENCIL_BACK_WRITEMASK As Int
GL20_STENCIL_BITS As Int
GL20_STENCIL_BUFFER_BIT As Int
GL20_STENCIL_CLEAR_VALUE As Int
GL20_STENCIL_FAIL As Int
GL20_STENCIL_FUNC As Int
GL20_STENCIL_INDEX As Int
GL20_STENCIL_INDEX8 As Int
GL20_STENCIL_PASS_DEPTH_FAIL As Int
GL20_STENCIL_PASS_DEPTH_PASS As Int
GL20_STENCIL_REF As Int
GL20_STENCIL_TEST As Int
GL20_STENCIL_VALUE_MASK As Int
GL20_STENCIL_WRITEMASK As Int
GL20_STREAM_DRAW As Int
GL20_SUBPIXEL_BITS As Int
GL20_TEXTURE As Int
GL20_TEXTURE_2D As Int
GL20_TEXTURE_BINDING_2D As Int
GL20_TEXTURE_BINDING_CUBE_MAP As Int
GL20_TEXTURE_CUBE_MAP As Int
GL20_TEXTURE_CUBE_MAP_NEGATIVE_X As Int
GL20_TEXTURE_CUBE_MAP_NEGATIVE_Y As Int
GL20_TEXTURE_CUBE_MAP_NEGATIVE_Z As Int
GL20_TEXTURE_CUBE_MAP_POSITIVE_X As Int
GL20_TEXTURE_CUBE_MAP_POSITIVE_Y As Int
GL20_TEXTURE_CUBE_MAP_POSITIVE_Z As Int
GL20_TEXTURE_MAG_FILTER As Int
GL20_TEXTURE_MIN_FILTER As Int
GL20_TEXTURE_WRAP_S As Int
GL20_TEXTURE_WRAP_T As Int
GL20_TEXTURE0 As Int
GL20_TEXTURE1 As Int
GL20_TEXTURE10 As Int
GL20_TEXTURE11 As Int
GL20_TEXTURE12 As Int
GL20_TEXTURE13 As Int
GL20_TEXTURE14 As Int
GL20_TEXTURE15 As Int
GL20_TEXTURE16 As Int
GL20_TEXTURE17 As Int
GL20_TEXTURE18 As Int
GL20_TEXTURE19 As Int
GL20_TEXTURE2 As Int
GL20_TEXTURE20 As Int
GL20_TEXTURE21 As Int
GL20_TEXTURE22 As Int
GL20_TEXTURE23 As Int
GL20_TEXTURE24 As Int
GL20_TEXTURE25 As Int
GL20_TEXTURE26 As Int
GL20_TEXTURE27 As Int
GL20_TEXTURE28 As Int
GL20_TEXTURE29 As Int
GL20_TEXTURE3 As Int
GL20_TEXTURE30 As Int
GL20_TEXTURE31 As Int
GL20_TEXTURE4 As Int
GL20_TEXTURE5 As Int
GL20_TEXTURE6 As Int
GL20_TEXTURE7 As Int
GL20_TEXTURE8 As Int
GL20_TEXTURE9 As Int
GL20_TRIANGLE_FAN As Int
GL20_TRIANGLE_STRIP As Int
GL20_TRIANGLES As Int
GL20_TRUE As Int
GL20_UNPACK_ALIGNMENT As Int
GL20_UNSIGNED_BYTE As Int
GL20_UNSIGNED_INT As Int
GL20_UNSIGNED_SHORT As Int
GL20_UNSIGNED_SHORT_4_4_4_4 As Int
GL20_UNSIGNED_SHORT_5_5_5_1 As Int
GL20_UNSIGNED_SHORT_5_6_5 As Int
GL20_VALIDATE_STATUS As Int
GL20_VENDOR As Int
GL20_VERSION As Int
GL20_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING As Int
GL20_VERTEX_ATTRIB_ARRAY_ENABLED As Int
GL20_VERTEX_ATTRIB_ARRAY_NORMALIZED As Int
GL20_VERTEX_ATTRIB_ARRAY_POINTER As Int
GL20_VERTEX_ATTRIB_ARRAY_SIZE As Int
GL20_VERTEX_ATTRIB_ARRAY_STRIDE As Int
GL20_VERTEX_ATTRIB_ARRAY_TYPE As Int
GL20_VERTEX_PROGRAM_POINT_SIZE As Int
GL20_VERTEX_SHADER As Int
GL20_VIEWPORT As Int
GL20_ZERO As Int
glActiveTexture (texture As Int)
glBindTexture (target As Int, texture As Int)
glBlendFunc (sfactor As Int, dfactor As Int)
glClear (mask As Int)
glClearColor (red As Float, green As Float, blue As Float, alpha As Float)
glClearDepthf (depth As Float)
glClearStencil (s As Int)
glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)
glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)
glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)
glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)
glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)
glCullFace (mode As Int)
glDeleteTextures (n As Int, textures As java.nio.IntBuffer)
glDepthFunc (func As Int)
glDepthMask (flag As Boolean)
glDepthRangef (zNear As Float, zFar As Float)
glDisable (cap As Int)
glDrawArrays (mode As Int, first As Int, count As Int)
glDrawElements (mode As Int, count As Int, type As Int, indices As java.nio.Buffer)
glEnable (cap As Int)
glFinish
glFlush
glFrontFace (mode As Int)
glGenTextures (n As Int, textures As java.nio.IntBuffer)
glGetError As Int
glGetIntegerv (pname As Int, params As java.nio.IntBuffer)
glGetString (name As Int) As String
glHint (target As Int, mode As Int)
glLineWidth (width As Float)
glPixelStorei (pname As Int, param As Int)
glPolygonOffset (factor As Float, units As Float)
glReadPixels (x As Int, y As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glScissor (x As Int, y As Int, width As Int, height As Int)
glStencilFunc (func As Int, ref As Int, mask As Int)
glStencilMask (mask As Int)
glStencilOp (fail As Int, zfail As Int, zpass As Int)
glTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glTexParameterf (target As Int, pname As Int, param As Float)
glTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glViewport (x As Int, y As Int, width As Int, height As Int)
InternalObject As com.badlogic.gdx.graphics.GLCommon [read only]

lgGL10

An implementation of the {@link GL10} interface for Android.

Events:

None

Members:


  glActiveTexture (texture As Int)

  glAlphaFunc (func As Int, ref As Float)

  glBindTexture (target As Int, texture As Int)

  glBlendFunc (sfactor As Int, dfactor As Int)

  glClear (mask As Int)

  glClearColor (red As Float, green As Float, blue As Float, alpha As Float)

  glClearDepthf (depth As Float)

  glClearStencil (s As Int)

  glClientActiveTexture (texture As Int)

  glColor4f (red As Float, green As Float, blue As Float, alpha As Float)

  glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)

  glColorPointer (size As Int, type As Int, stride As Int, pointer As java.nio.Buffer)

  glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)

  glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)

  glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)

  glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)

  glCullFace (mode As Int)

  glDeleteTextures (n As Int, textures As java.nio.IntBuffer)

  glDepthFunc (func As Int)

  glDepthMask (flag As Boolean)

  glDepthRangef (zNear As Float, zFar As Float)

  glDisable (cap As Int)

  glDisableClientState (array As Int)

  glDrawArrays (mode As Int, first As Int, count As Int)

  glDrawElements (mode As Int, count As Int, type As Int, indices As java.nio.Buffer)

  glEnable (cap As Int)

  glEnableClientState (array As Int)

  glFinish

  glFlush

  glFogf (pname As Int, param As Float)

  glFogfv (pname As Int, params As java.nio.FloatBuffer)

  glFrontFace (mode As Int)

  glFrustumf (left As Float, right As Float, bottom As Float, top As Float, zNear As Float, zFar As Float)

  glGenTextures (n As Int, textures As java.nio.IntBuffer)

  glGetError As Int

  glGetIntegerv (pname As Int, params As java.nio.IntBuffer)

  glGetString (name As Int) As String

  glHint (target As Int, mode As Int)

  glLightf (light As Int, pname As Int, param As Float)

  glLightfv (light As Int, pname As Int, params As java.nio.FloatBuffer)

  glLightModelf (pname As Int, param As Float)

  glLightModelfv (pname As Int, params As java.nio.FloatBuffer)

  glLineWidth (width As Float)

  glLoadIdentity

  glLoadMatrixf (m As java.nio.FloatBuffer)

  glLogicOp (opcode As Int)

  glMaterialf (face As Int, pname As Int, param As Float)

  glMaterialfv (face As Int, pname As Int, params As java.nio.FloatBuffer)

  glMatrixMode (mode As Int)

  glMultiTexCoord4f (target As Int, s As Float, t As Float, r As Float, q As Float)

  glMultMatrixf (m As java.nio.FloatBuffer)

  glNormal3f (nx As Float, ny As Float, nz As Float)

  glNormalPointer (type As Int, stride As Int, pointer As java.nio.Buffer)

  glOrthof (left As Float, right As Float, bottom As Float, top As Float, zNear As Float, zFar As Float)

  glPixelStorei (pname As Int, param As Int)

  glPointSize (size As Float)

  glPolygonMode (face As Int, mode As Int)

  glPolygonOffset (factor As Float, units As Float)

  glPopMatrix

  glPushMatrix

  glReadPixels (x As Int, y As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glRotatef (angle As Float, x As Float, y As Float, z As Float)

  glSampleCoverage (value As Float, invert As Boolean)

  glScalef (x As Float, y As Float, z As Float)

  glScissor (x As Int, y As Int, width As Int, height As Int)

  glShadeModel (mode As Int)

  glStencilFunc (func As Int, ref As Int, mask As Int)

  glStencilMask (mask As Int)

  glStencilOp (fail As Int, zfail As Int, zpass As Int)

  glTexCoordPointer (size As Int, type As Int, stride As Int, pointer As java.nio.Buffer)

  glTexEnvf (target As Int, pname As Int, param As Float)

  glTexEnvfv (target As Int, pname As Int, params As java.nio.FloatBuffer)

  glTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glTexParameterf (target As Int, pname As Int, param As Float)

  glTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glTranslatef (x As Float, y As Float, z As Float)

  glVertexPointer (size As Int, type As Int, stride As Int, pointer As java.nio.Buffer)

  glViewport (x As Int, y As Int, width As Int, height As Int)

Members description:

glActiveTexture (texture As Int)
glAlphaFunc (func As Int, ref As Float)
glBindTexture (target As Int, texture As Int)
glBlendFunc (sfactor As Int, dfactor As Int)
glClear (mask As Int)
glClearColor (red As Float, green As Float, blue As Float, alpha As Float)
glClearDepthf (depth As Float)
glClearStencil (s As Int)
glClientActiveTexture (texture As Int)
glColor4f (red As Float, green As Float, blue As Float, alpha As Float)
glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)
glColorPointer (size As Int, type As Int, stride As Int, pointer As java.nio.Buffer)
glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)
glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)
glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)
glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)
glCullFace (mode As Int)
glDeleteTextures (n As Int, textures As java.nio.IntBuffer)
glDepthFunc (func As Int)
glDepthMask (flag As Boolean)
glDepthRangef (zNear As Float, zFar As Float)
glDisable (cap As Int)
glDisableClientState (array As Int)
glDrawArrays (mode As Int, first As Int, count As Int)
glDrawElements (mode As Int, count As Int, type As Int, indices As java.nio.Buffer)
glEnable (cap As Int)
glEnableClientState (array As Int)
glFinish
glFlush
glFogf (pname As Int, param As Float)
glFogfv (pname As Int, params As java.nio.FloatBuffer)
glFrontFace (mode As Int)
glFrustumf (left As Float, right As Float, bottom As Float, top As Float, zNear As Float, zFar As Float)
glGenTextures (n As Int, textures As java.nio.IntBuffer)
glGetError As Int
glGetIntegerv (pname As Int, params As java.nio.IntBuffer)
glGetString (name As Int) As String
glHint (target As Int, mode As Int)
glLightf (light As Int, pname As Int, param As Float)
glLightfv (light As Int, pname As Int, params As java.nio.FloatBuffer)
glLightModelf (pname As Int, param As Float)
glLightModelfv (pname As Int, params As java.nio.FloatBuffer)
glLineWidth (width As Float)
glLoadIdentity
glLoadMatrixf (m As java.nio.FloatBuffer)
glLogicOp (opcode As Int)
glMaterialf (face As Int, pname As Int, param As Float)
glMaterialfv (face As Int, pname As Int, params As java.nio.FloatBuffer)
glMatrixMode (mode As Int)
glMultiTexCoord4f (target As Int, s As Float, t As Float, r As Float, q As Float)
glMultMatrixf (m As java.nio.FloatBuffer)
glNormal3f (nx As Float, ny As Float, nz As Float)
glNormalPointer (type As Int, stride As Int, pointer As java.nio.Buffer)
glOrthof (left As Float, right As Float, bottom As Float, top As Float, zNear As Float, zFar As Float)
glPixelStorei (pname As Int, param As Int)
glPointSize (size As Float)
glPolygonMode (face As Int, mode As Int)
glPolygonOffset (factor As Float, units As Float)
glPopMatrix
glPushMatrix
glReadPixels (x As Int, y As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glRotatef (angle As Float, x As Float, y As Float, z As Float)
glSampleCoverage (value As Float, invert As Boolean)
glScalef (x As Float, y As Float, z As Float)
glScissor (x As Int, y As Int, width As Int, height As Int)
glShadeModel (mode As Int)
glStencilFunc (func As Int, ref As Int, mask As Int)
glStencilMask (mask As Int)
glStencilOp (fail As Int, zfail As Int, zpass As Int)
glTexCoordPointer (size As Int, type As Int, stride As Int, pointer As java.nio.Buffer)
glTexEnvf (target As Int, pname As Int, param As Float)
glTexEnvfv (target As Int, pname As Int, params As java.nio.FloatBuffer)
glTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glTexParameterf (target As Int, pname As Int, param As Float)
glTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glTranslatef (x As Float, y As Float, z As Float)
glVertexPointer (size As Int, type As Int, stride As Int, pointer As java.nio.Buffer)
glViewport (x As Int, y As Int, width As Int, height As Int)

lgGL11

An implementation of the {@link GL11} interface for Android

Events:

None

Members:


  glActiveTexture (texture As Int)

  glAlphaFunc (func As Int, ref As Float)

  glBindBuffer (target As Int, buffer As Int)

  glBindTexture (target As Int, texture As Int)

  glBlendFunc (sfactor As Int, dfactor As Int)

  glBufferData (target As Int, size As Int, data As java.nio.Buffer, usage As Int)

  glBufferSubData (target As Int, offset As Int, size As Int, data As java.nio.Buffer)

  glClear (mask As Int)

  glClearColor (red As Float, green As Float, blue As Float, alpha As Float)

  glClearDepthf (depth As Float)

  glClearStencil (s As Int)

  glClientActiveTexture (texture As Int)

  glClipPlanef (plane As Int, equation As java.nio.FloatBuffer)

  glColor4f (red As Float, green As Float, blue As Float, alpha As Float)

  glColor4ub (red As Byte, green As Byte, blue As Byte, alpha As Byte)

  glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)

  glColorPointer (size As Int, type As Int, stride As Int, pointer As Int)

  glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)

  glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)

  glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)

  glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)

  glCullFace (mode As Int)

  glDeleteBuffers (n As Int, buffers As java.nio.IntBuffer)

  glDeleteTextures (n As Int, textures As java.nio.IntBuffer)

  glDepthFunc (func As Int)

  glDepthMask (flag As Boolean)

  glDepthRangef (zNear As Float, zFar As Float)

  glDisable (cap As Int)

  glDisableClientState (array As Int)

  glDrawArrays (mode As Int, first As Int, count As Int)

  glDrawElements (mode As Int, count As Int, type As Int, indices As Int)

  glEnable (cap As Int)

  glEnableClientState (array As Int)

  glFinish

  glFlush

  glFogf (pname As Int, param As Float)

  glFogfv (pname As Int, params As java.nio.FloatBuffer)

  glFrontFace (mode As Int)

  glFrustumf (left As Float, right As Float, bottom As Float, top As Float, zNear As Float, zFar As Float)

  glGenBuffers (n As Int, buffers As java.nio.IntBuffer)

  glGenTextures (n As Int, textures As java.nio.IntBuffer)

  glGetBooleanv (pname As Int, params As java.nio.IntBuffer)

  glGetBufferParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)

  glGetClipPlanef (pname As Int, eqn As java.nio.FloatBuffer)

  glGetError As Int

  glGetFloatv (pname As Int, params As java.nio.FloatBuffer)

  glGetIntegerv (pname As Int, params As java.nio.IntBuffer)

  glGetLightfv (light As Int, pname As Int, params As java.nio.FloatBuffer)

  glGetMaterialfv (face As Int, pname As Int, params As java.nio.FloatBuffer)

  glGetPointerv (pname As Int, params() As java.nio.Buffer)

  glGetString (name As Int) As String

  glGetTexEnviv (env As Int, pname As Int, params As java.nio.IntBuffer)

  glGetTexParameterfv (target As Int, pname As Int, params As java.nio.FloatBuffer)

  glGetTexParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)

  glHint (target As Int, mode As Int)

  glIsBuffer (buffer As Int) As Boolean

  glIsEnabled (cap As Int) As Boolean

  glIsTexture (texture As Int) As Boolean

  glLightf (light As Int, pname As Int, param As Float)

  glLightfv (light As Int, pname As Int, params As java.nio.FloatBuffer)

  glLightModelf (pname As Int, param As Float)

  glLightModelfv (pname As Int, params As java.nio.FloatBuffer)

  glLineWidth (width As Float)

  glLoadIdentity

  glLoadMatrixf (m As java.nio.FloatBuffer)

  glLogicOp (opcode As Int)

  glMaterialf (face As Int, pname As Int, param As Float)

  glMaterialfv (face As Int, pname As Int, params As java.nio.FloatBuffer)

  glMatrixMode (mode As Int)

  glMultiTexCoord4f (target As Int, s As Float, t As Float, r As Float, q As Float)

  glMultMatrixf (m As java.nio.FloatBuffer)

  glNormal3f (nx As Float, ny As Float, nz As Float)

  glNormalPointer (type As Int, stride As Int, pointer As Int)

  glOrthof (left As Float, right As Float, bottom As Float, top As Float, zNear As Float, zFar As Float)

  glPixelStorei (pname As Int, param As Int)

  glPointParameterf (pname As Int, param As Float)

  glPointParameterfv (pname As Int, params As java.nio.FloatBuffer)

  glPointSize (size As Float)

  glPointSizePointerOES (type As Int, stride As Int, pointer As java.nio.Buffer)

  glPolygonMode (face As Int, mode As Int)

  glPolygonOffset (factor As Float, units As Float)

  glPopMatrix

  glPushMatrix

  glReadPixels (x As Int, y As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glRotatef (angle As Float, x As Float, y As Float, z As Float)

  glSampleCoverage (value As Float, invert As Boolean)

  glScalef (x As Float, y As Float, z As Float)

  glScissor (x As Int, y As Int, width As Int, height As Int)

  glShadeModel (mode As Int)

  glStencilFunc (func As Int, ref As Int, mask As Int)

  glStencilMask (mask As Int)

  glStencilOp (fail As Int, zfail As Int, zpass As Int)

  glTexCoordPointer (size As Int, type As Int, stride As Int, pointer As Int)

  glTexEnvf (target As Int, pname As Int, param As Float)

  glTexEnvfv (target As Int, pname As Int, params As java.nio.FloatBuffer)

  glTexEnvi (target As Int, pname As Int, param As Int)

  glTexEnviv (target As Int, pname As Int, params As java.nio.IntBuffer)

  glTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glTexParameterf (target As Int, pname As Int, param As Float)

  glTexParameterfv (target As Int, pname As Int, params As java.nio.FloatBuffer)

  glTexParameteri (target As Int, pname As Int, param As Int)

  glTexParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)

  glTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glTranslatef (x As Float, y As Float, z As Float)

  glVertexPointer (size As Int, type As Int, stride As Int, pointer As Int)

  glViewport (x As Int, y As Int, width As Int, height As Int)

Members description:

glActiveTexture (texture As Int)
glAlphaFunc (func As Int, ref As Float)
glBindBuffer (target As Int, buffer As Int)
glBindTexture (target As Int, texture As Int)
glBlendFunc (sfactor As Int, dfactor As Int)
glBufferData (target As Int, size As Int, data As java.nio.Buffer, usage As Int)
glBufferSubData (target As Int, offset As Int, size As Int, data As java.nio.Buffer)
glClear (mask As Int)
glClearColor (red As Float, green As Float, blue As Float, alpha As Float)
glClearDepthf (depth As Float)
glClearStencil (s As Int)
glClientActiveTexture (texture As Int)
glClipPlanef (plane As Int, equation As java.nio.FloatBuffer)
glColor4f (red As Float, green As Float, blue As Float, alpha As Float)
glColor4ub (red As Byte, green As Byte, blue As Byte, alpha As Byte)
glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)
glColorPointer (size As Int, type As Int, stride As Int, pointer As Int)
glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)
glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)
glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)
glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)
glCullFace (mode As Int)
glDeleteBuffers (n As Int, buffers As java.nio.IntBuffer)
glDeleteTextures (n As Int, textures As java.nio.IntBuffer)
glDepthFunc (func As Int)
glDepthMask (flag As Boolean)
glDepthRangef (zNear As Float, zFar As Float)
glDisable (cap As Int)
glDisableClientState (array As Int)
glDrawArrays (mode As Int, first As Int, count As Int)
glDrawElements (mode As Int, count As Int, type As Int, indices As Int)
glEnable (cap As Int)
glEnableClientState (array As Int)
glFinish
glFlush
glFogf (pname As Int, param As Float)
glFogfv (pname As Int, params As java.nio.FloatBuffer)
glFrontFace (mode As Int)
glFrustumf (left As Float, right As Float, bottom As Float, top As Float, zNear As Float, zFar As Float)
glGenBuffers (n As Int, buffers As java.nio.IntBuffer)
glGenTextures (n As Int, textures As java.nio.IntBuffer)
glGetBooleanv (pname As Int, params As java.nio.IntBuffer)
glGetBufferParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)
glGetClipPlanef (pname As Int, eqn As java.nio.FloatBuffer)
glGetError As Int
glGetFloatv (pname As Int, params As java.nio.FloatBuffer)
glGetIntegerv (pname As Int, params As java.nio.IntBuffer)
glGetLightfv (light As Int, pname As Int, params As java.nio.FloatBuffer)
glGetMaterialfv (face As Int, pname As Int, params As java.nio.FloatBuffer)
glGetPointerv (pname As Int, params() As java.nio.Buffer)
glGetString (name As Int) As String
glGetTexEnviv (env As Int, pname As Int, params As java.nio.IntBuffer)
glGetTexParameterfv (target As Int, pname As Int, params As java.nio.FloatBuffer)
glGetTexParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)
glHint (target As Int, mode As Int)
glIsBuffer (buffer As Int) As Boolean
glIsEnabled (cap As Int) As Boolean
glIsTexture (texture As Int) As Boolean
glLightf (light As Int, pname As Int, param As Float)
glLightfv (light As Int, pname As Int, params As java.nio.FloatBuffer)
glLightModelf (pname As Int, param As Float)
glLightModelfv (pname As Int, params As java.nio.FloatBuffer)
glLineWidth (width As Float)
glLoadIdentity
glLoadMatrixf (m As java.nio.FloatBuffer)
glLogicOp (opcode As Int)
glMaterialf (face As Int, pname As Int, param As Float)
glMaterialfv (face As Int, pname As Int, params As java.nio.FloatBuffer)
glMatrixMode (mode As Int)
glMultiTexCoord4f (target As Int, s As Float, t As Float, r As Float, q As Float)
glMultMatrixf (m As java.nio.FloatBuffer)
glNormal3f (nx As Float, ny As Float, nz As Float)
glNormalPointer (type As Int, stride As Int, pointer As Int)
glOrthof (left As Float, right As Float, bottom As Float, top As Float, zNear As Float, zFar As Float)
glPixelStorei (pname As Int, param As Int)
glPointParameterf (pname As Int, param As Float)
glPointParameterfv (pname As Int, params As java.nio.FloatBuffer)
glPointSize (size As Float)
glPointSizePointerOES (type As Int, stride As Int, pointer As java.nio.Buffer)
glPolygonMode (face As Int, mode As Int)
glPolygonOffset (factor As Float, units As Float)
glPopMatrix
glPushMatrix
glReadPixels (x As Int, y As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glRotatef (angle As Float, x As Float, y As Float, z As Float)
glSampleCoverage (value As Float, invert As Boolean)
glScalef (x As Float, y As Float, z As Float)
glScissor (x As Int, y As Int, width As Int, height As Int)
glShadeModel (mode As Int)
glStencilFunc (func As Int, ref As Int, mask As Int)
glStencilMask (mask As Int)
glStencilOp (fail As Int, zfail As Int, zpass As Int)
glTexCoordPointer (size As Int, type As Int, stride As Int, pointer As Int)
glTexEnvf (target As Int, pname As Int, param As Float)
glTexEnvfv (target As Int, pname As Int, params As java.nio.FloatBuffer)
glTexEnvi (target As Int, pname As Int, param As Int)
glTexEnviv (target As Int, pname As Int, params As java.nio.IntBuffer)
glTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glTexParameterf (target As Int, pname As Int, param As Float)
glTexParameterfv (target As Int, pname As Int, params As java.nio.FloatBuffer)
glTexParameteri (target As Int, pname As Int, param As Int)
glTexParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)
glTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glTranslatef (x As Float, y As Float, z As Float)
glVertexPointer (size As Int, type As Int, stride As Int, pointer As Int)
glViewport (x As Int, y As Int, width As Int, height As Int)

lgGL20


Events:

None

Members:


  glActiveTexture (texture As Int)

  glAttachShader (program As Int, shader As Int)

  glBindAttribLocation (program As Int, index As Int, name As String)

  glBindBuffer (target As Int, buffer As Int)

  glBindFramebuffer (target As Int, framebuffer As Int)

  glBindRenderbuffer (target As Int, renderbuffer As Int)

  glBindTexture (target As Int, texture As Int)

  glBlendColor (red As Float, green As Float, blue As Float, alpha As Float)

  glBlendEquation (mode As Int)

  glBlendEquationSeparate (modeRGB As Int, modeAlpha As Int)

  glBlendFunc (sfactor As Int, dfactor As Int)

  glBlendFuncSeparate (srcRGB As Int, dstRGB As Int, srcAlpha As Int, dstAlpha As Int)

  glBufferData (target As Int, size As Int, data As java.nio.Buffer, usage As Int)

  glBufferSubData (target As Int, offset As Int, size As Int, data As java.nio.Buffer)

  glCheckFramebufferStatus (target As Int) As Int

  glClear (mask As Int)

  glClearColor (red As Float, green As Float, blue As Float, alpha As Float)

  glClearDepthf (depth As Float)

  glClearStencil (s As Int)

  glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)

  glCompileShader (shader As Int)

  glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)

  glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)

  glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)

  glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)

  glCreateProgram As Int

  glCreateShader (type As Int) As Int

  glCullFace (mode As Int)

  glDeleteBuffers (n As Int, buffers As java.nio.IntBuffer)

  glDeleteFramebuffers (n As Int, framebuffers As java.nio.IntBuffer)

  glDeleteProgram (program As Int)

  glDeleteRenderbuffers (n As Int, renderbuffers As java.nio.IntBuffer)

  glDeleteShader (shader As Int)

  glDeleteTextures (n As Int, textures As java.nio.IntBuffer)

  glDepthFunc (func As Int)

  glDepthMask (flag As Boolean)

  glDepthRangef (zNear As Float, zFar As Float)

  glDetachShader (program As Int, shader As Int)

  glDisable (cap As Int)

  glDisableVertexAttribArray (index As Int)

  glDrawArrays (mode As Int, first As Int, count As Int)

  glDrawElements (mode As Int, count As Int, type As Int, indices As java.nio.Buffer)

  glEnable (cap As Int)

  glEnableVertexAttribArray (index As Int)

  glFinish

  glFlush

  glFramebufferRenderbuffer (target As Int, attachment As Int, renderbuffertarget As Int, renderbuffer As Int)

  glFramebufferTexture2D (target As Int, attachment As Int, textarget As Int, texture As Int, level As Int)

  glFrontFace (mode As Int)

  glGenBuffers (n As Int, buffers As java.nio.IntBuffer)

  glGenerateMipmap (target As Int)

  glGenFramebuffers (n As Int, framebuffers As java.nio.IntBuffer)

  glGenRenderbuffers (n As Int, renderbuffers As java.nio.IntBuffer)

  glGenTextures (n As Int, textures As java.nio.IntBuffer)

  glGetActiveAttrib (program As Int, index As Int, size As java.nio.IntBuffer, type As java.nio.Buffer) As String

  glGetActiveUniform (program As Int, index As Int, size As java.nio.IntBuffer, type As java.nio.Buffer) As String

  glGetAttachedShaders (program As Int, maxcount As Int, count As java.nio.Buffer, shaders As java.nio.IntBuffer)

  glGetAttribLocation (program As Int, name As String) As Int

  glGetBooleanv (pname As Int, params As java.nio.Buffer)

  glGetBufferParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)

  glGetError As Int

  glGetFloatv (pname As Int, params As java.nio.FloatBuffer)

  glGetFramebufferAttachmentParameteriv (target As Int, attachment As Int, pname As Int, params As java.nio.IntBuffer)

  glGetIntegerv (pname As Int, params As java.nio.IntBuffer)

  glGetProgramInfoLog (program As Int) As String

  glGetProgramiv (program As Int, pname As Int, params As java.nio.IntBuffer)

  glGetRenderbufferParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)

  glGetShaderInfoLog (shader As Int) As String

  glGetShaderiv (shader As Int, pname As Int, params As java.nio.IntBuffer)

  glGetShaderPrecisionFormat (shadertype As Int, precisiontype As Int, range As java.nio.IntBuffer, precision As java.nio.IntBuffer)

  glGetShaderSource (shader As Int, bufsize As Int, length As java.nio.Buffer, source As String)

  glGetString (name As Int) As String

  glGetTexParameterfv (target As Int, pname As Int, params As java.nio.FloatBuffer)

  glGetTexParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)

  glGetUniformfv (program As Int, location As Int, params As java.nio.FloatBuffer)

  glGetUniformiv (program As Int, location As Int, params As java.nio.IntBuffer)

  glGetUniformLocation (program As Int, name As String) As Int

  glGetVertexAttribfv (index As Int, pname As Int, params As java.nio.FloatBuffer)

  glGetVertexAttribiv (index As Int, pname As Int, params As java.nio.IntBuffer)

  glGetVertexAttribPointerv (index As Int, pname As Int, pointer As java.nio.Buffer)

  glHint (target As Int, mode As Int)

  glIsBuffer (buffer As Int) As Boolean

  glIsEnabled (cap As Int) As Boolean

  glIsFramebuffer (framebuffer As Int) As Boolean

  glIsProgram (program As Int) As Boolean

  glIsRenderbuffer (renderbuffer As Int) As Boolean

  glIsShader (shader As Int) As Boolean

  glIsTexture (texture As Int) As Boolean

  glLineWidth (width As Float)

  glLinkProgram (program As Int)

  glPixelStorei (pname As Int, param As Int)

  glPolygonOffset (factor As Float, units As Float)

  glReadPixels (x As Int, y As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glReleaseShaderCompiler

  glRenderbufferStorage (target As Int, internalformat As Int, width As Int, height As Int)

  glSampleCoverage (value As Float, invert As Boolean)

  glScissor (x As Int, y As Int, width As Int, height As Int)

  glShaderBinary (n As Int, shaders As java.nio.IntBuffer, binaryformat As Int, binary As java.nio.Buffer, length As Int)

  glShaderSource (shader As Int, string As String)

  glStencilFunc (func As Int, ref As Int, mask As Int)

  glStencilFuncSeparate (face As Int, func As Int, ref As Int, mask As Int)

  glStencilMask (mask As Int)

  glStencilMaskSeparate (face As Int, mask As Int)

  glStencilOp (fail As Int, zfail As Int, zpass As Int)

  glStencilOpSeparate (face As Int, fail As Int, zfail As Int, zpass As Int)

  glTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glTexParameterf (target As Int, pname As Int, param As Float)

  glTexParameterfv (target As Int, pname As Int, params As java.nio.FloatBuffer)

  glTexParameteri (target As Int, pname As Int, param As Int)

  glTexParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)

  glTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glUniform1f (location As Int, x As Float)

  glUniform1fv (location As Int, count As Int, v As java.nio.FloatBuffer)

  glUniform1i (location As Int, x As Int)

  glUniform1iv (location As Int, count As Int, v As java.nio.IntBuffer)

  glUniform2f (location As Int, x As Float, y As Float)

  glUniform2fv (location As Int, count As Int, v As java.nio.FloatBuffer)

  glUniform2i (location As Int, x As Int, y As Int)

  glUniform2iv (location As Int, count As Int, v As java.nio.IntBuffer)

  glUniform3f (location As Int, x As Float, y As Float, z As Float)

  glUniform3fv (location As Int, count As Int, v As java.nio.FloatBuffer)

  glUniform3i (location As Int, x As Int, y As Int, z As Int)

  glUniform3iv (location As Int, count As Int, v As java.nio.IntBuffer)

  glUniform4f (location As Int, x As Float, y As Float, z As Float, w As Float)

  glUniform4fv (location As Int, count As Int, v As java.nio.FloatBuffer)

  glUniform4i (location As Int, x As Int, y As Int, z As Int, w As Int)

  glUniform4iv (location As Int, count As Int, v As java.nio.IntBuffer)

  glUniformMatrix2fv (location As Int, count As Int, transpose As Boolean, value As java.nio.FloatBuffer)

  glUniformMatrix3fv (location As Int, count As Int, transpose As Boolean, value As java.nio.FloatBuffer)

  glUniformMatrix4fv (location As Int, count As Int, transpose As Boolean, value As java.nio.FloatBuffer)

  glUseProgram (program As Int)

  glValidateProgram (program As Int)

  glVertexAttrib1f (indx As Int, x As Float)

  glVertexAttrib1fv (indx As Int, values As java.nio.FloatBuffer)

  glVertexAttrib2f (indx As Int, x As Float, y As Float)

  glVertexAttrib2fv (indx As Int, values As java.nio.FloatBuffer)

  glVertexAttrib3f (indx As Int, x As Float, y As Float, z As Float)

  glVertexAttrib3fv (indx As Int, values As java.nio.FloatBuffer)

  glVertexAttrib4f (indx As Int, x As Float, y As Float, z As Float, w As Float)

  glVertexAttrib4fv (indx As Int, values As java.nio.FloatBuffer)

  glVertexAttribPointer (indx As Int, size As Int, type As Int, normalized As Boolean, stride As Int, ptr As java.nio.Buffer)

  glViewport (x As Int, y As Int, width As Int, height As Int)

Members description:

glActiveTexture (texture As Int)
glAttachShader (program As Int, shader As Int)
glBindAttribLocation (program As Int, index As Int, name As String)
glBindBuffer (target As Int, buffer As Int)
glBindFramebuffer (target As Int, framebuffer As Int)
glBindRenderbuffer (target As Int, renderbuffer As Int)
glBindTexture (target As Int, texture As Int)
glBlendColor (red As Float, green As Float, blue As Float, alpha As Float)
glBlendEquation (mode As Int)
glBlendEquationSeparate (modeRGB As Int, modeAlpha As Int)
glBlendFunc (sfactor As Int, dfactor As Int)
glBlendFuncSeparate (srcRGB As Int, dstRGB As Int, srcAlpha As Int, dstAlpha As Int)
glBufferData (target As Int, size As Int, data As java.nio.Buffer, usage As Int)
glBufferSubData (target As Int, offset As Int, size As Int, data As java.nio.Buffer)
glCheckFramebufferStatus (target As Int) As Int
glClear (mask As Int)
glClearColor (red As Float, green As Float, blue As Float, alpha As Float)
glClearDepthf (depth As Float)
glClearStencil (s As Int)
glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)
glCompileShader (shader As Int)
glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)
glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)
glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)
glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)
glCreateProgram As Int
glCreateShader (type As Int) As Int
glCullFace (mode As Int)
glDeleteBuffers (n As Int, buffers As java.nio.IntBuffer)
glDeleteFramebuffers (n As Int, framebuffers As java.nio.IntBuffer)
glDeleteProgram (program As Int)
glDeleteRenderbuffers (n As Int, renderbuffers As java.nio.IntBuffer)
glDeleteShader (shader As Int)
glDeleteTextures (n As Int, textures As java.nio.IntBuffer)
glDepthFunc (func As Int)
glDepthMask (flag As Boolean)
glDepthRangef (zNear As Float, zFar As Float)
glDetachShader (program As Int, shader As Int)
glDisable (cap As Int)
glDisableVertexAttribArray (index As Int)
glDrawArrays (mode As Int, first As Int, count As Int)
glDrawElements (mode As Int, count As Int, type As Int, indices As java.nio.Buffer)
glEnable (cap As Int)
glEnableVertexAttribArray (index As Int)
glFinish
glFlush
glFramebufferRenderbuffer (target As Int, attachment As Int, renderbuffertarget As Int, renderbuffer As Int)
glFramebufferTexture2D (target As Int, attachment As Int, textarget As Int, texture As Int, level As Int)
glFrontFace (mode As Int)
glGenBuffers (n As Int, buffers As java.nio.IntBuffer)
glGenerateMipmap (target As Int)
glGenFramebuffers (n As Int, framebuffers As java.nio.IntBuffer)
glGenRenderbuffers (n As Int, renderbuffers As java.nio.IntBuffer)
glGenTextures (n As Int, textures As java.nio.IntBuffer)
glGetActiveAttrib (program As Int, index As Int, size As java.nio.IntBuffer, type As java.nio.Buffer) As String
glGetActiveUniform (program As Int, index As Int, size As java.nio.IntBuffer, type As java.nio.Buffer) As String
glGetAttachedShaders (program As Int, maxcount As Int, count As java.nio.Buffer, shaders As java.nio.IntBuffer)
glGetAttribLocation (program As Int, name As String) As Int
glGetBooleanv (pname As Int, params As java.nio.Buffer)
glGetBufferParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)
glGetError As Int
glGetFloatv (pname As Int, params As java.nio.FloatBuffer)
glGetFramebufferAttachmentParameteriv (target As Int, attachment As Int, pname As Int, params As java.nio.IntBuffer)
glGetIntegerv (pname As Int, params As java.nio.IntBuffer)
glGetProgramInfoLog (program As Int) As String
glGetProgramiv (program As Int, pname As Int, params As java.nio.IntBuffer)
glGetRenderbufferParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)
glGetShaderInfoLog (shader As Int) As String
glGetShaderiv (shader As Int, pname As Int, params As java.nio.IntBuffer)
glGetShaderPrecisionFormat (shadertype As Int, precisiontype As Int, range As java.nio.IntBuffer, precision As java.nio.IntBuffer)
glGetShaderSource (shader As Int, bufsize As Int, length As java.nio.Buffer, source As String)
glGetString (name As Int) As String
glGetTexParameterfv (target As Int, pname As Int, params As java.nio.FloatBuffer)
glGetTexParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)
glGetUniformfv (program As Int, location As Int, params As java.nio.FloatBuffer)
glGetUniformiv (program As Int, location As Int, params As java.nio.IntBuffer)
glGetUniformLocation (program As Int, name As String) As Int
glGetVertexAttribfv (index As Int, pname As Int, params As java.nio.FloatBuffer)
glGetVertexAttribiv (index As Int, pname As Int, params As java.nio.IntBuffer)
glGetVertexAttribPointerv (index As Int, pname As Int, pointer As java.nio.Buffer)
glHint (target As Int, mode As Int)
glIsBuffer (buffer As Int) As Boolean
glIsEnabled (cap As Int) As Boolean
glIsFramebuffer (framebuffer As Int) As Boolean
glIsProgram (program As Int) As Boolean
glIsRenderbuffer (renderbuffer As Int) As Boolean
glIsShader (shader As Int) As Boolean
glIsTexture (texture As Int) As Boolean
glLineWidth (width As Float)
glLinkProgram (program As Int)
glPixelStorei (pname As Int, param As Int)
glPolygonOffset (factor As Float, units As Float)
glReadPixels (x As Int, y As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glReleaseShaderCompiler
glRenderbufferStorage (target As Int, internalformat As Int, width As Int, height As Int)
glSampleCoverage (value As Float, invert As Boolean)
glScissor (x As Int, y As Int, width As Int, height As Int)
glShaderBinary (n As Int, shaders As java.nio.IntBuffer, binaryformat As Int, binary As java.nio.Buffer, length As Int)
glShaderSource (shader As Int, string As String)
glStencilFunc (func As Int, ref As Int, mask As Int)
glStencilFuncSeparate (face As Int, func As Int, ref As Int, mask As Int)
glStencilMask (mask As Int)
glStencilMaskSeparate (face As Int, mask As Int)
glStencilOp (fail As Int, zfail As Int, zpass As Int)
glStencilOpSeparate (face As Int, fail As Int, zfail As Int, zpass As Int)
glTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glTexParameterf (target As Int, pname As Int, param As Float)
glTexParameterfv (target As Int, pname As Int, params As java.nio.FloatBuffer)
glTexParameteri (target As Int, pname As Int, param As Int)
glTexParameteriv (target As Int, pname As Int, params As java.nio.IntBuffer)
glTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glUniform1f (location As Int, x As Float)
glUniform1fv (location As Int, count As Int, v As java.nio.FloatBuffer)
glUniform1i (location As Int, x As Int)
glUniform1iv (location As Int, count As Int, v As java.nio.IntBuffer)
glUniform2f (location As Int, x As Float, y As Float)
glUniform2fv (location As Int, count As Int, v As java.nio.FloatBuffer)
glUniform2i (location As Int, x As Int, y As Int)
glUniform2iv (location As Int, count As Int, v As java.nio.IntBuffer)
glUniform3f (location As Int, x As Float, y As Float, z As Float)
glUniform3fv (location As Int, count As Int, v As java.nio.FloatBuffer)
glUniform3i (location As Int, x As Int, y As Int, z As Int)
glUniform3iv (location As Int, count As Int, v As java.nio.IntBuffer)
glUniform4f (location As Int, x As Float, y As Float, z As Float, w As Float)
glUniform4fv (location As Int, count As Int, v As java.nio.FloatBuffer)
glUniform4i (location As Int, x As Int, y As Int, z As Int, w As Int)
glUniform4iv (location As Int, count As Int, v As java.nio.IntBuffer)
glUniformMatrix2fv (location As Int, count As Int, transpose As Boolean, value As java.nio.FloatBuffer)
glUniformMatrix3fv (location As Int, count As Int, transpose As Boolean, value As java.nio.FloatBuffer)
glUniformMatrix4fv (location As Int, count As Int, transpose As Boolean, value As java.nio.FloatBuffer)
glUseProgram (program As Int)
glValidateProgram (program As Int)
glVertexAttrib1f (indx As Int, x As Float)
glVertexAttrib1fv (indx As Int, values As java.nio.FloatBuffer)
glVertexAttrib2f (indx As Int, x As Float, y As Float)
glVertexAttrib2fv (indx As Int, values As java.nio.FloatBuffer)
glVertexAttrib3f (indx As Int, x As Float, y As Float, z As Float)
glVertexAttrib3fv (indx As Int, values As java.nio.FloatBuffer)
glVertexAttrib4f (indx As Int, x As Float, y As Float, z As Float, w As Float)
glVertexAttrib4fv (indx As Int, values As java.nio.FloatBuffer)
glVertexAttribPointer (indx As Int, size As Int, type As Int, normalized As Boolean, stride As Int, ptr As java.nio.Buffer)
glViewport (x As Int, y As Int, width As Int, height As Int)

lgGraphics


Events:

None

Members:


  ClearManagedCaches

  ContinuousRendering As Boolean

  DeltaTime As Float [read only]

  FramesPerSecond As Int [read only]

  GL10 As com.badlogic.gdx.graphics.GL10 [read only]

  GL11 As com.badlogic.gdx.graphics.GL11 [read only]

  GL20 As com.badlogic.gdx.graphics.GL20 [read only]

  GLCommon As lgGL [read only]

  Height As Int [read only]

  InternalObject As T [read only]

  IsFullscreen As Boolean

  IsGL11Available As Boolean

  IsGL20Available As Boolean

  PpcX As Float [read only]

  PpcY As Float [read only]

  PpiX As Float [read only]

  PpiY As Float [read only]

  RawDeltaTime As Float [read only]

  RequestRendering

  SupportsExtension (Extension As String) As Boolean

  View As ConcreteViewWrapper [read only]

  Width As Int [read only]

Members description:

ClearManagedCaches
ContinuousRendering As Boolean
Gets or sets whether to render continuously. In case rendering is performed non-continuously, the following events will trigger a redraw:
- a call to RequestRendering;
- input events from the touch screen or keyboard;
- a call to CallSubUI.
This method can be called from any thread.
DeltaTime As Float [read only]
Returns the time span between the current frame and the last frame in seconds. Might be smoothed over n frames.
FramesPerSecond As Int [read only]
Returns the average number of frames per second.
GL10 As com.badlogic.gdx.graphics.GL10 [read only]
Returns the GL10 instance or null if not supported.
GL11 As com.badlogic.gdx.graphics.GL11 [read only]
Returns the GL11 instance or null if not supported.
GL20 As com.badlogic.gdx.graphics.GL20 [read only]
Returns the GL20 instance or null if not supported.
GLCommon As lgGL [read only]
Returns an instance common to GL10, GL11 and GL20.
Height As Int [read only]
Returns the height in pixels of the display surface.
InternalObject As T [read only]
IsFullscreen As Boolean
Returns whether the app is fullscreen or not.
IsGL11Available As Boolean
Returns whether OpenGL ES 1.1 is available. If it is you can get an instance of GL11 via Graphics.GL11 to access OpenGL ES 1.1 functionality. This also implies that GL10 will return an instance.
IsGL20Available As Boolean
Returns whether OpenGL ES 2.0 is available. If it is you can get an instance of GL20 via Graphics.GL20 to access OpenGL ES 2.0 functionality. Note that this functionality will only be available if you instructed the main instance to use OpenGL ES 2.0!
PpcX As Float [read only]
Returns the pixels per centimeter on the x-axis.
PpcY As Float [read only]
Returns the pixels per centimeter on the y-axis.
PpiX As Float [read only]
Returns the pixels per inch on the x-axis.
PpiY As Float [read only]
Returns the pixels per inch on the y-axis.
RawDeltaTime As Float [read only]
Returns the time span between the current frame and the last frame in seconds, without smoothing.
RequestRendering
Requests a new frame to be rendered if the rendering mode is non-continuous. This method can be called from any thread.
SupportsExtension (Extension As String) As Boolean
Returns whether the OpenGL extension is supported.
View As ConcreteViewWrapper [read only]
Width As Int [read only]
Returns the width in pixels of the display surface.

lgInput


Events:

None

Members:


  AccelerometerX As Float [read only]

  AccelerometerY As Float [read only]

  AccelerometerZ As Float [read only]

  Azimuth As Float [read only]

  cancelVibrate

  CatchBackKey As Boolean [write only]

  CatchMenuKey As Boolean [write only]

  CurrentEventTime As Long [read only]

  DeltaX As Int [read only]

  DeltaXp (Pointer As Int) As Int

  DeltaY As Int [read only]

  DeltaYp (Pointer As Int) As Int

  FreePointerIndex As Int [read only]

  GestureDetector As com.badlogic.gdx.InputProcessor [read only]

  getRotationMatrix (Matrix() As Float)

  InputProcessor As com.badlogic.gdx.InputProcessor [read only]

  isAccelerometerAvailable As Boolean

  isKeyPressed (Key As Int) As Boolean

  isPeripheralAvailable (Peripheral As com.badlogic.gdx.Input.Peripheral) As Boolean

  isTouched As Boolean

  isTouchedp (Pointer As Int) As Boolean

  justTouched As Boolean

  NativeOrientation As com.badlogic.gdx.Input.Orientation [read only]

  OnscreenKeyboardVisible As Boolean [write only]

  ORIENTATION_Landscape As com.badlogic.gdx.Input.Orientation

  ORIENTATION_Portrait As com.badlogic.gdx.Input.Orientation

  PERIPHERAL_Accelerometer As com.badlogic.gdx.Input.Peripheral

  PERIPHERAL_Compass As com.badlogic.gdx.Input.Peripheral

  PERIPHERAL_HardwareKeyboard As com.badlogic.gdx.Input.Peripheral

  PERIPHERAL_MultitouchScreen As com.badlogic.gdx.Input.Peripheral

  PERIPHERAL_OnscreenKeyboard As com.badlogic.gdx.Input.Peripheral

  PERIPHERAL_Vibrator As com.badlogic.gdx.Input.Peripheral

  Pitch As Float [read only]

  Roll As Float [read only]

  Rotation As Int [read only]

  StageInputProcessor As com.badlogic.gdx.InputProcessor [read only]

  vibrate (Milliseconds As Int)

  vibrate2 (Pattern() As Long, Repeat As Int)

  X As Int [read only]

  Xp (Pointer As Int) As Int

  Y As Int [read only]

  Yp (Pointer As Int) As Int

Members description:

AccelerometerX As Float [read only]
AccelerometerY As Float [read only]
AccelerometerZ As Float [read only]
Azimuth As Float [read only]
Returns the azimuth in degrees. The azimuth is the angle of the device's orientation around the z-axis. The positive z-axis points towards the Earth's center.
cancelVibrate
Stops the vibrator.
CatchBackKey As Boolean [write only]
Sets whether the BACK button should be caught. This will prevent the activity from being exited.
CatchMenuKey As Boolean [write only]
Sets whether the MENU button should be caught. This will prevent the onscreen keyboard to show up.
CurrentEventTime As Long [read only]
Returns the time of the last event. Only relevant when an InputProcessor or a GestureDetector is registered.
DeltaX As Int [read only]
Returns the difference between the current pointer location and the last pointer location on the X-axis.
DeltaXp (Pointer As Int) As Int
Returns the difference between the current location of the given pointer and the last location of this pointer on the X-axis.
DeltaY As Int [read only]
Returns the difference between the current pointer location and the last pointer location on the Y-axis.
DeltaYp (Pointer As Int) As Int
Returns the difference between the current location of the given pointer and the last location of this pointer on the Y-axis.
FreePointerIndex As Int [read only]
GestureDetector As com.badlogic.gdx.InputProcessor [read only]
Returns the GestureDetector instance.
getRotationMatrix (Matrix() As Float)
Returns the rotation matrix describing the device's rotation as per http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix(float[], float[], float[], float[]).
This matrix is ready to be used by OpenGL ES's glLoadMatrixf.
The matrix is not modified if the device does not have an accelerometer.
InputProcessor As com.badlogic.gdx.InputProcessor [read only]
Returns the general InputProcessor instance.
isAccelerometerAvailable As Boolean
isKeyPressed (Key As Int) As Boolean
Returns whether the given key is pressed.
Key: One of the KeyCodes constant.
isPeripheralAvailable (Peripheral As com.badlogic.gdx.Input.Peripheral) As Boolean
Queries whether the given peripheral is currently available. In case of HardwareKeyboard, this returns whether the keyboard is currently slid out or not.
isTouched As Boolean
Returns whether the screen is currently touched.
isTouchedp (Pointer As Int) As Boolean
Returns whether the screen is currently touched by the pointer with the given index. Pointers are indexed from 0 to n. The pointer id identifies the order in which the fingers went down on the screen, e.g. 0 is the first finger, 1 is the second and so on.
When two fingers are touched down and the first one is lifted the second one keeps its index. If another finger is placed on the touch screen the first free index will be used.
justTouched As Boolean
Returns whether a new touch down event just occured.
NativeOrientation As com.badlogic.gdx.Input.Orientation [read only]
Returns the native orientation of the device.
OnscreenKeyboardVisible As Boolean [write only]
Sets the on-screen keyboard visible if available.
ORIENTATION_Landscape As com.badlogic.gdx.Input.Orientation
ORIENTATION_Portrait As com.badlogic.gdx.Input.Orientation
PERIPHERAL_Accelerometer As com.badlogic.gdx.Input.Peripheral
PERIPHERAL_Compass As com.badlogic.gdx.Input.Peripheral
PERIPHERAL_HardwareKeyboard As com.badlogic.gdx.Input.Peripheral
PERIPHERAL_MultitouchScreen As com.badlogic.gdx.Input.Peripheral
PERIPHERAL_OnscreenKeyboard As com.badlogic.gdx.Input.Peripheral
PERIPHERAL_Vibrator As com.badlogic.gdx.Input.Peripheral
Pitch As Float [read only]
Returns the pitch in degrees. The pitch is the angle of the device's orientation around the x-axis. The positive x-axis roughly points to the west and is orthogonal to the z- and y-axis.
Roll As Float [read only]
Returns the roll in degrees. The roll is the angle of the device's orientation around the y-axis. The positive y-axis points to the magnetic north pole of the Earth.
Rotation As Int [read only]
Returns the rotation of the device with respect to its native orientation.
StageInputProcessor As com.badlogic.gdx.InputProcessor [read only]
Returns the InputProcessor instance of the current Stage.
vibrate (Milliseconds As Int)
Vibrates for the given amount of time. Note that you'll need the permission in your manifest file in order for this to work.
vibrate2 (Pattern() As Long, Repeat As Int)
Vibrates with a given pattern. Pass in an array of longs that are the times at which to turn on or off the vibrator. The first one is how long to wait before turning it on, and then after that it alternates.
If you want to repeat, pass the index into the pattern at which to start the repeat.
Pattern: An array of longs of times to turn the vibrator on or off.
Repeat: The index into pattern at which to repeat, or -1 if you don't want to repeat.
X As Int [read only]
Returns the last touch X coordinate for the first pointer in screen coordinates. The screen origin is the top left corner.
Xp (Pointer As Int) As Int
Returns the X coordinate in screen coordinates of the given pointer. Pointers are indexed from 0 to n. The pointer id identifies the order in which the fingers went down on the screen, e.g. 0 is the first finger, 1 is the second and so on.
When two fingers are touched down and the first one is lifted the second one keeps its index. If another finger is placed on the touch screen the first free index will be used.
Y As Int [read only]
Returns the last touch Y coordinate for the first pointer in screen coordinates. The screen origin is the top left corner.
Yp (Pointer As Int) As Int
Returns the Y coordinate in screen coordinates of the given pointer. Pointers are indexed from 0 to n. The pointer id identifies the order in which the fingers went down on the screen, e.g. 0 is the first finger, 1 is the second and so on.
When two fingers are touched down and the first one is lifted the second one keeps its index. If another finger is placed on the touch screen the first free index will be used.

lgInputProcessor


Events:

KeyDown(KeyCode As Int) As Boolean
KeyUp(KeyCode As Int) As Boolean
KeyTyped(Character As Char) As Boolean
TouchDown(ScreenX As Int, ScreenY As Int, Pointer As Int) As Boolean
TouchUp(ScreenX As Int, ScreenY As Int, Pointer As Int) As Boolean
TouchDragged(ScreenX As Int, ScreenY As Int, Pointer As Int) As Boolean

Members:


  Initialize (evtPrefix As String)

Members description:

Initialize (evtPrefix As String)
Registers an InputProcessor which is used to receive input events from the keyboard and the touch screen. It will be called each frame before the call to Render.
If another InputProcessor was already registered, it is replaced.

lgLiveWallpaper


Events:

Create
Dispose
PreviewStateChange(IsPreview As Boolean)
OffsetChange(X_Offset As Float, Y_Offset As Float, X_OffsetStep As Float, Y_OffsetStep As Float, X_PixelOffset As Int, Y_PixelOffset As Int)
Render
Resize(Width As Int, Height As Int)
Pause
Resume

Members:


  Audio As lgAudio [read only]

  CallSubUI (SubName As String, Parameter As Object)

  Clipboard As lgClipboard [read only]

  Files As lgFiles [read only]

  Graphics As lgGraphics

  Initialize (Configuration As lgConfiguration, GetTouchEvents As Boolean, EvtPrefix As String)

  Input As lgInput

  IsInitialized As Boolean

  JavaHeap As Long [read only]

  LibGDXVersion As String

  LogLevel As Int

  LOGLEVEL_Debug As Int

  LOGLEVEL_Error As Int

  LOGLEVEL_Info As Int

  LOGLEVEL_None As Int

  NativeHeap As Long [read only]

  Net As lgNet

  Version As Int [read only]

Members description:

Audio As lgAudio [read only]
CallSubUI (SubName As String, Parameter As Object)
Calls a sub in the UI thread with the given parameter.
Clipboard As lgClipboard [read only]
Files As lgFiles [read only]
Graphics As lgGraphics
Initialize (Configuration As lgConfiguration, GetTouchEvents As Boolean, EvtPrefix As String)
This function has to be called in Service_Create. It sets up all the things necessary to get input, render via OpenGL and so on, with the specified configuration. The created view fills the entire screen.
Reminder: don't use lgInputProcessor, lgGestureDetector or the input listeners of Scene2D in this service. Use the lgInput functions (isTouched, justTouched, X, Y, etc.) to get the touch events.
Input As lgInput
IsInitialized As Boolean
JavaHeap As Long [read only]
Returns the Java heap memory use in bytes.
LibGDXVersion As String
LogLevel As Int
LOGLEVEL_Debug As Int
LOGLEVEL_Error As Int
LOGLEVEL_Info As Int
LOGLEVEL_None As Int
NativeHeap As Long [read only]
Returns the Native heap memory use in bytes.
Net As lgNet
Version As Int [read only]
Returns the Android API level.

lgMapAnimatedTiledMapTile


Events:

None

Members:


  BlendMode As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode

  BLENDMODE_Alpha As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode

  BLENDMODE_None As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode

  Id As Int

  Properties As lgMapProperties [read only]

  TextureRegion As lgTextureRegion [read only]

Members description:

BlendMode As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode
Gets or sets the BlendMode to use for rendering the tile.
BLENDMODE_Alpha As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode
BLENDMODE_None As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode
Id As Int
Properties As lgMapProperties [read only]
TextureRegion As lgTextureRegion [read only]

lgMapAtlasTmxMapLoader


Events:

None

Members:


  Initialize

  Initialize2 (FileName As String) As lgMapTiledMap

  InternalObject As com.badlogic.gdx.maps.tiled.AtlasTmxMapLoader [read only]

  Load (FileName As String) As lgMapTiledMap

Members description:

Initialize
Initialize2 (FileName As String) As lgMapTiledMap
InternalObject As com.badlogic.gdx.maps.tiled.AtlasTmxMapLoader [read only]
Load (FileName As String) As lgMapTiledMap

lgMapCircleMapObject


Events:

None

Members:


  Circle As lgMathCircle [read only]

  Color As lgColor

  Name As String

  Opacity As Float

  Properties As lgMapProperties [read only]

  Set (X As Float, Y As Float, Radius As Float)

  Visible As Boolean

Members description:

Circle As lgMathCircle [read only]
Color As lgColor
Name As String
Opacity As Float
Properties As lgMapProperties [read only]
Set (X As Float, Y As Float, Radius As Float)
Visible As Boolean
Gets or sets whether the object is visible or not.

lgMapEllipseMapObject


Events:

None

Members:


  Color As lgColor

  Ellipse As lgMathEllipse [read only]

  Name As String

  Opacity As Float

  Properties As lgMapProperties [read only]

  Set (X As Float, Y As Float, Width As Float, Height As Float)

  Visible As Boolean

Members description:

Color As lgColor
Ellipse As lgMathEllipse [read only]
Name As String
Opacity As Float
Properties As lgMapProperties [read only]
Set (X As Float, Y As Float, Width As Float, Height As Float)
Visible As Boolean
Gets or sets whether the object is visible or not.

lgMapHexagonalTiledMapRenderer


Events:

None

Members:


  dispose

  Initialize (Map As lgMapTiledMap)

  Initialize2 (Map As lgMapTiledMap, SpriteBatch As lgSpriteBatch)

  Initialize3 (Map As lgMapTiledMap, UnitScale As Float)

  Initialize4 (Map As lgMapTiledMap, UnitScale As Float, SpriteBatch As lgSpriteBatch)

  Map As lgMapTiledMap

  Render

  Render2 (layers() As Int)

  renderObject (object As lgMapObject)

  renderTileLayer (layer As lgMapTiledMapLayer)

  SetCameraView (Camera As lgOrthographicCamera)

  setView (projection As lgMathMatrix4, x As Float, y As Float, width As Float, height As Float)

  SpriteBatch As lgSpriteBatch [read only]

  UnitScale As Float [read only]

  ViewBounds As lgMathRectangle [read only]

  YDown As Boolean

Members description:

dispose
Initialize (Map As lgMapTiledMap)
Initialize2 (Map As lgMapTiledMap, SpriteBatch As lgSpriteBatch)
Initialize3 (Map As lgMapTiledMap, UnitScale As Float)
Initialize4 (Map As lgMapTiledMap, UnitScale As Float, SpriteBatch As lgSpriteBatch)
Map As lgMapTiledMap
Render
Renders all the layers of a tiled map.
Render2 (layers() As Int)
Renders the given layers of a tiled map.
renderObject (object As lgMapObject)
renderTileLayer (layer As lgMapTiledMapLayer)
SetCameraView (Camera As lgOrthographicCamera)
Sets the projection matrix and viewbounds from the given camera. If the camera changes, you have to call this method again. The viewbounds are taken from the camera's position and viewport size as well as the scale.
This function will only work if the camera's direction vector is (0,0,-1) and its up vector is (0, 1, 0), which are the defaults.
setView (projection As lgMathMatrix4, x As Float, y As Float, width As Float, height As Float)
SpriteBatch As lgSpriteBatch [read only]
UnitScale As Float [read only]
ViewBounds As lgMathRectangle [read only]
YDown As Boolean

lgMapIsometricStaggeredTiledMapRenderer


Events:

None

Members:


  dispose

  Initialize (Map As lgMapTiledMap)

  Initialize2 (Map As lgMapTiledMap, SpriteBatch As lgSpriteBatch)

  Initialize3 (Map As lgMapTiledMap, UnitScale As Float)

  Initialize4 (Map As lgMapTiledMap, UnitScale As Float, SpriteBatch As lgSpriteBatch)

  Map As lgMapTiledMap

  Render

  Render2 (layers() As Int)

  renderObject (object As lgMapObject)

  renderTileLayer (layer As lgMapTiledMapLayer)

  SetCameraView (Camera As lgOrthographicCamera)

  setView (projection As lgMathMatrix4, x As Float, y As Float, width As Float, height As Float)

  SpriteBatch As lgSpriteBatch [read only]

  UnitScale As Float [read only]

  ViewBounds As lgMathRectangle [read only]

Members description:

dispose
Initialize (Map As lgMapTiledMap)
Initialize2 (Map As lgMapTiledMap, SpriteBatch As lgSpriteBatch)
Initialize3 (Map As lgMapTiledMap, UnitScale As Float)
Initialize4 (Map As lgMapTiledMap, UnitScale As Float, SpriteBatch As lgSpriteBatch)
Map As lgMapTiledMap
Render
Renders all the layers of a tiled map.
Render2 (layers() As Int)
Renders the given layers of a tiled map.
renderObject (object As lgMapObject)
renderTileLayer (layer As lgMapTiledMapLayer)
SetCameraView (Camera As lgOrthographicCamera)
Sets the projection matrix and viewbounds from the given camera. If the camera changes, you have to call this method again. The viewbounds are taken from the camera's position and viewport size as well as the scale.
This function will only work if the camera's direction vector is (0,0,-1) and its up vector is (0, 1, 0), which are the defaults.
setView (projection As lgMathMatrix4, x As Float, y As Float, width As Float, height As Float)
SpriteBatch As lgSpriteBatch [read only]
UnitScale As Float [read only]
ViewBounds As lgMathRectangle [read only]

lgMapIsometricTiledMapRenderer


Events:

None

Members:


  dispose

  Initialize (Map As lgMapTiledMap)

  Initialize2 (Map As lgMapTiledMap, SpriteBatch As lgSpriteBatch)

  Initialize3 (Map As lgMapTiledMap, UnitScale As Float)

  Initialize4 (Map As lgMapTiledMap, UnitScale As Float, SpriteBatch As lgSpriteBatch)

  Map As lgMapTiledMap

  Render

  Render2 (layers() As Int)

  renderObject (object As lgMapObject)

  renderTileLayer (layer As lgMapTiledMapLayer)

  SetCameraView (Camera As lgOrthographicCamera)

  setView (projection As lgMathMatrix4, x As Float, y As Float, width As Float, height As Float)

  SpriteBatch As lgSpriteBatch [read only]

  UnitScale As Float [read only]

  ViewBounds As lgMathRectangle [read only]

Members description:

dispose
Initialize (Map As lgMapTiledMap)
Initialize2 (Map As lgMapTiledMap, SpriteBatch As lgSpriteBatch)
Initialize3 (Map As lgMapTiledMap, UnitScale As Float)
Initialize4 (Map As lgMapTiledMap, UnitScale As Float, SpriteBatch As lgSpriteBatch)
Map As lgMapTiledMap
Render
Renders all the layers of a tiled map.
Render2 (layers() As Int)
Renders the given layers of a tiled map.
renderObject (object As lgMapObject)
renderTileLayer (layer As lgMapTiledMapLayer)
SetCameraView (Camera As lgOrthographicCamera)
Sets the projection matrix and viewbounds from the given camera. If the camera changes, you have to call this method again. The viewbounds are taken from the camera's position and viewport size as well as the scale.
This function will only work if the camera's direction vector is (0,0,-1) and its up vector is (0, 1, 0), which are the defaults.
setView (projection As lgMathMatrix4, x As Float, y As Float, width As Float, height As Float)
SpriteBatch As lgSpriteBatch [read only]
UnitScale As Float [read only]
ViewBounds As lgMathRectangle [read only]

lgMapLayer

Map layer containing a set of objects and properties

Events:

None

Members:


  Name As String

  Objects As lgMapObjects [read only]

  Opacity As Float

  Properties As lgMapProperties [read only]

  Visible As Boolean

Members description:

Name As String
Objects As lgMapObjects [read only]
Opacity As Float
Properties As lgMapProperties [read only]
Visible As Boolean
Gets or sets whether the layer is visible or not.

lgMapLayers


Events:

None

Members:


  add (layer As lgMapLayer)

  Count As Int [read only]

  Get (Index As Int) As lgMapLayer

  Get2 (Name As String) As lgMapLayer

  GetAllLayers As List

  Remove (Index As Int)

  Remove2 (Layer As lgMapLayer)

Members description:

add (layer As lgMapLayer)

layer: layer to be added to the set
Count As Int [read only]
Get (Index As Int) As lgMapLayer
Returns the layer with the given index, or Null.
Get2 (Name As String) As lgMapLayer
Returns the layer with the given name, or Null.
GetAllLayers As List
Returns a list of all layers.
Remove (Index As Int)
Removes the layer with the given index.
Remove2 (Layer As lgMapLayer)
Removes the given layer.

lgMapObject

Generic Map entity with basic attributes like name, opacity, color

Events:

None

Members:


  Color As lgColor

  Name As String

  Opacity As Float

  Properties As lgMapProperties [read only]

  Visible As Boolean

Members description:

Color As lgColor
Name As String
Opacity As Float
Properties As lgMapProperties [read only]
Visible As Boolean
Gets or sets whether the object is visible or not.

lgMapObjects


Events:

None

Members:


  add (object As lgMapObject)

  Count As Int [read only]

  Get (Index As Int) As lgMapObject

  Get2 (Name As String) As lgMapObject

  GetAllObjects As List

  Remove (Index As Int)

  Remove2 (Object As lgMapObject)

Members description:

add (object As lgMapObject)

object: instance to be added to the collection
Count As Int [read only]
Get (Index As Int) As lgMapObject
Returns the object with the given index, or Null.
Get2 (Name As String) As lgMapObject
Returns the object with the given name, or Null.
GetAllObjects As List
Returns a list of the MapObjects.
Remove (Index As Int)
Removes the object with the given index.
Remove2 (Object As lgMapObject)
Removes the given object.

lgMapOrthogonalTiledMapRenderer


Events:

None

Members:


  dispose

  Initialize (Map As lgMapTiledMap)

  Initialize2 (Map As lgMapTiledMap, SpriteBatch As lgSpriteBatch)

  Initialize3 (Map As lgMapTiledMap, UnitScale As Float)

  Initialize4 (Map As lgMapTiledMap, UnitScale As Float, SpriteBatch As lgSpriteBatch)

  Map As lgMapTiledMap

  Render

  Render2 (layers() As Int)

  renderObject (object As lgMapObject)

  renderTileLayer (layer As lgMapTiledMapLayer)

  SetCameraView (Camera As lgOrthographicCamera)

  setView (projection As lgMathMatrix4, x As Float, y As Float, width As Float, height As Float)

  SpriteBatch As lgSpriteBatch [read only]

  UnitScale As Float [read only]

  ViewBounds As lgMathRectangle [read only]

Members description:

dispose
Initialize (Map As lgMapTiledMap)
Initialize2 (Map As lgMapTiledMap, SpriteBatch As lgSpriteBatch)
Initialize3 (Map As lgMapTiledMap, UnitScale As Float)
Initialize4 (Map As lgMapTiledMap, UnitScale As Float, SpriteBatch As lgSpriteBatch)
Map As lgMapTiledMap
Render
Renders all the layers of a tiled map.
Render2 (layers() As Int)
Renders the given layers of a tiled map.
renderObject (object As lgMapObject)
renderTileLayer (layer As lgMapTiledMapLayer)
SetCameraView (Camera As lgOrthographicCamera)
Sets the projection matrix and viewbounds from the given camera. If the camera changes, you have to call this method again. The viewbounds are taken from the camera's position and viewport size as well as the scale.
This function will only work if the camera's direction vector is (0,0,-1) and its up vector is (0, 1, 0), which are the defaults.
setView (projection As lgMathMatrix4, x As Float, y As Float, width As Float, height As Float)
SpriteBatch As lgSpriteBatch [read only]
UnitScale As Float [read only]
ViewBounds As lgMathRectangle [read only]

lgMapPolygonMapObject


Events:

None

Members:


  Color As lgColor

  Name As String

  Opacity As Float

  Polygon As lgMathPolygon

  Properties As lgMapProperties [read only]

  Visible As Boolean

Members description:

Color As lgColor
Name As String
Opacity As Float
Polygon As lgMathPolygon
Properties As lgMapProperties [read only]
Visible As Boolean
Gets or sets whether the object is visible or not.

lgMapPolylineMapObject


Events:

None

Members:


  Color As lgColor

  Name As String

  Opacity As Float

  Polyline As lgMathPolyline

  Properties As lgMapProperties [read only]

  Visible As Boolean

Members description:

Color As lgColor
Name As String
Opacity As Float
Polyline As lgMathPolyline
Properties As lgMapProperties [read only]
Visible As Boolean
Gets or sets whether the object is visible or not.

lgMapProperties


Events:

None

Members:


  clear

  containsKey (key As String) As Boolean

  Get (Key As String) As Object

  Get2 (Key As String, DefaultValue As Object) As Object

  GetAllKeys As List

  GetAllValues As List

  put (key As String, value As Object)

  PutAll (Properties As lgMapProperties)

  remove (key As String)

Members description:

clear
Removes all properties
containsKey (key As String) As Boolean

key: property name
Return type: @return:true if and only if the property exists
Get (Key As String) As Object
Returns the object for the given key, or Null if the object is not in the map.
Get2 (Key As String, DefaultValue As Object) As Object
Returns the object for the given key, or the default value if the object is not in the map.
GetAllKeys As List
Returns a list of property names.
GetAllValues As List
Returns a list of properties' values.
put (key As String, value As Object)

key: property name
value: value to be inserted or modified (if it already existed)
PutAll (Properties As lgMapProperties)
Adds or replaces a set of properties.
remove (key As String)

key: property name to be removed

lgMapRectangleMapObject


Events:

None

Members:


  Color As lgColor

  Name As String

  Opacity As Float

  Properties As lgMapProperties [read only]

  Rectangle As lgMathRectangle [read only]

  Set (X As Float, Y As Float, Width As Float, Height As Float)

  Visible As Boolean

Members description:

Color As lgColor
Name As String
Opacity As Float
Properties As lgMapProperties [read only]
Rectangle As lgMathRectangle [read only]
Set (X As Float, Y As Float, Width As Float, Height As Float)
Visible As Boolean
Gets or sets whether the object is visible or not.

lgMapStaticTiledMapTile


Events:

None

Members:


  BlendMode As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode

  BLENDMODE_Alpha As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode

  BLENDMODE_None As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode

  Id As Int

  Initialize (TextureRegion As lgTextureRegion)

  Initialize2 (Tile2Copy As lgMapStaticTiledMapTile)

  Properties As lgMapProperties [read only]

  TextureRegion As lgTextureRegion [read only]

Members description:

BlendMode As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode
Gets or sets the BlendMode to use for rendering the tile.
BLENDMODE_Alpha As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode
BLENDMODE_None As com.badlogic.gdx.maps.tiled.TiledMapTile.BlendMode
Id As Int
Initialize (TextureRegion As lgTextureRegion)
Creates a static tile with the given region.
Initialize2 (Tile2Copy As lgMapStaticTiledMapTile)
Clones the given tile.
Properties As lgMapProperties [read only]
TextureRegion As lgTextureRegion [read only]

lgMapTextureMapObject


Events:

None

Members:


  Color As lgColor

  Name As String

  Opacity As Float

  OriginX As Float

  OriginY As Float

  Properties As lgMapProperties [read only]

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  TextureRegion As lgTextureRegion

  Visible As Boolean

  X As Float

  Y As Float

Members description:

Color As lgColor
Name As String
Opacity As Float
OriginX As Float
OriginY As Float
Properties As lgMapProperties [read only]
Rotation As Float
ScaleX As Float
ScaleY As Float
TextureRegion As lgTextureRegion
Visible As Boolean
Gets or sets whether the object is visible or not.
X As Float
Y As Float

lgMaptIDEMapLoader


Events:

None

Members:


  Initialize

  Initialize2 (FileName As String) As lgMapTiledMap

  InternalObject As com.badlogic.gdx.maps.tiled.TideMapLoader [read only]

  Load (FileName As String) As lgMapTiledMap

Members description:

Initialize
Initialize2 (FileName As String) As lgMapTiledMap
InternalObject As com.badlogic.gdx.maps.tiled.TideMapLoader [read only]
Load (FileName As String) As lgMapTiledMap

lgMapTiledMap


Events:

None

Members:


  dispose

  Layers As lgMapLayers [read only]

  Properties As lgMapProperties [read only]

  TileSets As lgMapTiledMapSets [read only]

Members description:

dispose
Disposes all resources like Texture instances that the map may own.
Layers As lgMapLayers [read only]
Returns the map's layers.
Properties As lgMapProperties [read only]
Returns the map's properties.
TileSets As lgMapTiledMapSets [read only]

lgMapTiledMapLayer


Events:

None

Members:


  getCell (x As Int, y As Int) As lgMapTiledMapLayerCell

  Height As Int [read only]

  Initialize (Width As Int, Height As Int, TileWidth As Int, TileHeight As Int)

  Name As String

  Objects As lgMapObjects [read only]

  Opacity As Float

  Properties As lgMapProperties [read only]

  setCell (x As Int, y As Int, cell As lgMapTiledMapLayerCell)

  TileHeight As Float [read only]

  TileWidth As Float [read only]

  Visible As Boolean

  Width As Int [read only]

Members description:

getCell (x As Int, y As Int) As lgMapTiledMapLayerCell
Gets the cell at the given coordinates.
Height As Int [read only]
Initialize (Width As Int, Height As Int, TileWidth As Int, TileHeight As Int)
Creates a TiledMap layer.
Width: the layer width in tiles
Height: the layer height in tiles
TileWidth: the tile width in pixels
TileHeight: the tile height in pixels
Name As String
Objects As lgMapObjects [read only]
Opacity As Float
Properties As lgMapProperties [read only]
setCell (x As Int, y As Int, cell As lgMapTiledMapLayerCell)
Sets the cell at the given coordinates.
TileHeight As Float [read only]
TileWidth As Float [read only]
Visible As Boolean
Gets or sets whether the layer is visible or not.
Width As Int [read only]

lgMapTiledMapLayerCell


Events:

None

Members:


  FlipHorizontally As Boolean

  FlipVertically As Boolean

  ROTATE_0 As Int

  ROTATE_180 As Int

  ROTATE_270 As Int

  ROTATE_90 As Int

  Rotation As Int

  Tile As com.badlogic.gdx.maps.tiled.TiledMapTile

Members description:

FlipHorizontally As Boolean
Gets or sets whether the tile should be flipped horizontally.
FlipVertically As Boolean
Gets or sets whether the tile should be flipped vertically.
ROTATE_0 As Int
ROTATE_180 As Int
ROTATE_270 As Int
ROTATE_90 As Int
Rotation As Int
Gets or sets the rotation of this cell, in degrees.
Tile As com.badlogic.gdx.maps.tiled.TiledMapTile
Gets or sets the tile currently assigned to this cell.

lgMapTiledMapSet


Events:

None

Members:


  GetAllTiles As List

  getTile (id As Int) As com.badlogic.gdx.maps.tiled.TiledMapTile

  Name As String

  Properties As lgMapProperties [read only]

  putTile (id As Int, tile As com.badlogic.gdx.maps.tiled.TiledMapTile)

  removeTile (id As Int)

  size As Int

Members description:

GetAllTiles As List
Returns a list of all tiles.
getTile (id As Int) As com.badlogic.gdx.maps.tiled.TiledMapTile

id:
Return type: @return:tile matching id, null if it doesn't exist
Name As String
Properties As lgMapProperties [read only]
putTile (id As Int, tile As com.badlogic.gdx.maps.tiled.TiledMapTile)
Adds or replaces tile with that id
id:
tile:
removeTile (id As Int)

id: tile's id to be removed
size As Int

lgMapTiledMapSets


Events:

None

Members:


  addTileSet (tileset As lgMapTiledMapSet)

  GetAllTilesets As List

  getTile (id As Int) As com.badlogic.gdx.maps.tiled.TiledMapTile

  getTileSet (index As Int) As lgMapTiledMapSet

  removeTileSet (index As Int)

Members description:

addTileSet (tileset As lgMapTiledMapSet)

tileset: set to be added to the collection
GetAllTilesets As List
Returns a list of all tilesets.
getTile (id As Int) As com.badlogic.gdx.maps.tiled.TiledMapTile

id:
Return type: @return:tile with matching id, null if it doesn't exist
getTileSet (index As Int) As lgMapTiledMapSet

index:
Return type: @return:tileset at index
removeTileSet (index As Int)
Removes tileset at index
index:

lgMapTmxMapLoader


Events:

None

Members:


  Initialize

  Initialize2 (FileName As String) As lgMapTiledMap

  InternalObject As com.badlogic.gdx.maps.tiled.TmxMapLoader [read only]

  Load (FileName As String) As lgMapTiledMap

Members description:

Initialize
Initialize2 (FileName As String) As lgMapTiledMap
InternalObject As com.badlogic.gdx.maps.tiled.TmxMapLoader [read only]
Load (FileName As String) As lgMapTiledMap

lgMathBezier


Events:

None

Members:


  Initialize (Points() As lgMathVector2)

  Initialize2 (Points() As lgMathVector2, Offset As Int, Length As Int)

  InternalObject As com.badlogic.gdx.math.Bezier [read only]

  Locate (V As lgMathVector2) As Float

  Points As lgArray

  Set (Points() As lgMathVector2, Offset As Int, Length As Int)

  ValueAt (Out As lgMathVector2, Loc As Float) As lgMathVector2

Members description:

Initialize (Points() As lgMathVector2)
Initialize2 (Points() As lgMathVector2, Offset As Int, Length As Int)
InternalObject As com.badlogic.gdx.math.Bezier [read only]
Locate (V As lgMathVector2) As Float
Returns the location (between 0 and 1) on the path which is closest to the specified position.
Points As lgArray
Set (Points() As lgMathVector2, Offset As Int, Length As Int)
ValueAt (Out As lgMathVector2, Loc As Float) As lgMathVector2
Returns in Out the value of the path at location Loc.

lgMathBoundingBox

Encapsulates an axis aligned bounding box represented by a minimum and a maximum Vector. Additionally you can query for the
bounding box's center, dimensions and corner points.

Events:

None

Members:


  Center As lgMathVector3 [read only]

  clr As lgMathBoundingBox

  contains (b As lgMathBoundingBox) As Boolean

  contains2 (v As lgMathVector3) As Boolean

  Corners() As lgMathVector3 [read only]

  Dimensions As lgMathVector3 [read only]

  ext (point As lgMathVector3) As lgMathBoundingBox

  ext2 (a_bounds As lgMathBoundingBox) As lgMathBoundingBox

  ext3 (bounds As lgMathBoundingBox, transform As lgMathMatrix4) As lgMathBoundingBox

  ext4 (x As Float, y As Float, z As Float) As lgMathBoundingBox

  inf As lgMathBoundingBox

  Initialize (minimum As lgMathVector3, maximum As lgMathVector3)

  intersects (b As lgMathBoundingBox) As Boolean

  isValid As Boolean

  max As lgMathVector3

  min As lgMathVector3

  mul (matrix As lgMathMatrix4) As lgMathBoundingBox

  set (minimum As lgMathVector3, maximum As lgMathVector3) As lgMathBoundingBox

  Set2 (bounds As lgMathBoundingBox) As lgMathBoundingBox

  Set3 (points() As lgMathVector3) As lgMathBoundingBox

  Set4 (points As java.util.List) As lgMathBoundingBox

  toString As String

Members description:

Center As lgMathVector3 [read only]
clr As lgMathBoundingBox
Sets the minimum and maximum vector to zeros
Return type: @return:This bounding box for chaining.
contains (b As lgMathBoundingBox) As Boolean
Returns whether the given bounding box is contained in this bounding box.
b: The bounding box
Return type: @return:Whether the given bounding box is contained
contains2 (v As lgMathVector3) As Boolean
Returns whether the given vector is contained in this bounding box.
v: The vector
Return type: @return:Whether the vector is contained or not.
Corners() As lgMathVector3 [read only]
Dimensions As lgMathVector3 [read only]
ext (point As lgMathVector3) As lgMathBoundingBox
Extends the bounding box to incorporate the given Vector3.
//---------------------------
point: The vector
Return type: @return:This bounding box for chaining.
ext2 (a_bounds As lgMathBoundingBox) As lgMathBoundingBox
Extends this bounding box by the given bounding box.
a_bounds: The bounding box
Return type: @return:This bounding box for chaining.
ext3 (bounds As lgMathBoundingBox, transform As lgMathMatrix4) As lgMathBoundingBox
Extends this bounding box by the given transformed bounding box.
bounds: The bounding box
transform: The transformation matrix to apply to bounds, before using it to extend this bounding box.
Return type: @return:This bounding box for chaining.
ext4 (x As Float, y As Float, z As Float) As lgMathBoundingBox
Extends the bounding box by the given vector.
x: The x-coordinate
y: The y-coordinate
z: The z-coordinate
Return type: @return:This bounding box for chaining.
inf As lgMathBoundingBox
Sets the minimum and maximum vector to positive and negative infinity.
Return type: @return:This bounding box for chaining.
Initialize (minimum As lgMathVector3, maximum As lgMathVector3)
Constructs the new bounding box using the given minimum and maximum vector.
minimum: The minimum vector
maximum: The maximum vector
intersects (b As lgMathBoundingBox) As Boolean
Returns whether the given bounding box is intersecting this bounding box (at least one point in).
b: The bounding box
Return type: @return:Whether the given bounding box is intersected
isValid As Boolean
Returns whether this bounding box is valid. This means that min != max and min < max.
Return type: @return:True in case the bounding box is valid, false otherwise
max As lgMathVector3
min As lgMathVector3
mul (matrix As lgMathMatrix4) As lgMathBoundingBox
Multiplies the bounding box by the given matrix. This is achieved by multiplying the 8 corner points and then calculating
the minimum and maximum vectors from the transformed points.
matrix: The matrix
Return type: @return:This bounding box for chaining.
set (minimum As lgMathVector3, maximum As lgMathVector3) As lgMathBoundingBox
Sets the given minimum and maximum vector.
minimum: The minimum vector
maximum: The maximum vector
Return type: @return:This bounding box for chaining.
Set2 (bounds As lgMathBoundingBox) As lgMathBoundingBox
Sets the given bounding box.
bounds: The bounds.
Return type: @return:This bounding box for chaining.
Set3 (points() As lgMathVector3) As lgMathBoundingBox
Sets the bounding box minimum and maximum vector from the given points.
points: The points.
Return type: @return:This bounding box for chaining.
Set4 (points As java.util.List) As lgMathBoundingBox
Sets the bounding box minimum and maximum vector from the given points.
points: The points.
Return type: @return:This bounding box for chaining.
toString As String

lgMathBresenham2

Returns a list of points at integer coordinates for
a line on a 2D grid, using the Bresenham algorithm.



Instances of this class own the returned array of points and the points
themselves to avoid garbage collection as much as possible. Calling
any of the methods will result in the reuse of the previously returned array and vectors, expect

Events:

None

Members:


  Line (startX As Int, startY As Int, endX As Int, endY As Int) As lgArray

  Line2 (start As lgMathGridPoint2, end As lgMathGridPoint2) As lgArray

Members description:

Line (startX As Int, startY As Int, endX As Int, endY As Int) As lgArray
Returns an array of lgMathGridPoint2 instances along the given line, at integer coordinates.
startX: the start x coordinate of the line
startY: the start y coordinate of the line
endX: the end x coordinate of the line
endY: the end y coordinate of the line
Line2 (start As lgMathGridPoint2, end As lgMathGridPoint2) As lgArray
Returns an array of lgMathGridPoint2 instances along the given line, at integer coordinates.
start: the start of the line
end: the end of the line

lgMathBSpline


Events:

None

Members:


  Continuous As Boolean

  ControlPoints() As lgMathVector2

  Degree As Int

  Initialize (ControlPoints() As lgMathVector2, Degree As Int, Continuous As Boolean)

  InternalObject As com.badlogic.gdx.math.BSpline [read only]

  Knots As lgArray [read only]

  Locate (V As lgMathVector2) As Float

  Nearest (In As lgMathVector2) As Int

  Nearest2 (In As lgMathVector2, Start As Int, Count As Int) As Int

  SpanCount As Int [read only]

  ValueAt (Out As lgMathVector2, Loc As Float) As lgMathVector2

  ValueAt2 (Out As lgMathVector2, Span As Int, Loc As Float) As lgMathVector2

Members description:

Continuous As Boolean
ControlPoints() As lgMathVector2
Degree As Int
Initialize (ControlPoints() As lgMathVector2, Degree As Int, Continuous As Boolean)
InternalObject As com.badlogic.gdx.math.BSpline [read only]
Knots As lgArray [read only]
Locate (V As lgMathVector2) As Float
Returns the location (between 0 and 1) on the spline which is closest to the specified position.
Nearest (In As lgMathVector2) As Int
Returns the span closest to the specified value.
Nearest2 (In As lgMathVector2, Start As Int, Count As Int) As Int
Returns the span closest to the specified value, restricting to the specified spans.
SpanCount As Int [read only]
ValueAt (Out As lgMathVector2, Loc As Float) As lgMathVector2
Returns in Out the value of the spline at location Loc.
ValueAt2 (Out As lgMathVector2, Span As Int, Loc As Float) As lgMathVector2
Returns in Out the value of the spline at location Loc of the specified span.

lgMathCatmullRomSpline


Events:

None

Members:


  Continuous As Boolean

  ControlPoints() As lgMathVector2

  Initialize (ControlPoints() As lgMathVector2, Continuous As Boolean)

  InternalObject As com.badlogic.gdx.math.CatmullRomSpline [read only]

  Locate (V As lgMathVector2) As Float

  Nearest (In As lgMathVector2) As Int

  Nearest2 (In As lgMathVector2, Start As Int, Count As Int) As Int

  SpanCount As Int [read only]

  ValueAt (Out As lgMathVector2, Loc As Float) As lgMathVector2

  ValueAt2 (Out As lgMathVector2, Span As Int, Loc As Float) As lgMathVector2

Members description:

Continuous As Boolean
ControlPoints() As lgMathVector2
Initialize (ControlPoints() As lgMathVector2, Continuous As Boolean)
InternalObject As com.badlogic.gdx.math.CatmullRomSpline [read only]
Locate (V As lgMathVector2) As Float
Returns the location (between 0 and 1) on the spline which is closest to the specified position.
Nearest (In As lgMathVector2) As Int
Returns the span closest to the specified value.
Nearest2 (In As lgMathVector2, Start As Int, Count As Int) As Int
Returns the span closest to the specified value, restricting to the specified spans.
SpanCount As Int [read only]
ValueAt (Out As lgMathVector2, Loc As Float) As lgMathVector2
Returns in Out the value of the spline at location Loc.
ValueAt2 (Out As lgMathVector2, Span As Int, Loc As Float) As lgMathVector2
Returns in Out the value of the spline at location Loc of the specified span.

lgMathCircle

A convenient 2D circle class.

Events:

None

Members:


  contains (x As Float, y As Float) As Boolean

  overlaps (c As lgMathCircle) As Boolean

  Position As lgMathVector2 [write only]

  radius As Float

  Set (x As Float, y As Float, radius As Float)

  Set2 (circle As lgMathCircle)

  setPosition (x As Float, y As Float)

  toString As String

  x As Float

  yle="color: #000000; ">y As Float

Members description:

contains (x As Float, y As Float) As Boolean
overlaps (c As lgMathCircle) As Boolean

c: the other {@link Circle}
Return type: @return:whether this circle overlaps the other circle.
Position As lgMathVector2 [write only]
Sets the x and y-coordinates of circle center from vector
radius As Float
Set (x As Float, y As Float, radius As Float)
Set2 (circle As lgMathCircle)
setPosition (x As Float, y As Float)
Sets the x and y-coordinates of circle center
x: The x-coordinate
y: The y-coordinate
toString As String
x As Float
y As Float

lgMathConvexHull

Computes the convex hull of a set of points using the monotone chain convex hull algorithm (aka Andrew's algorithm).

Events:

None

Members:


  ComputePolygon (Points() As Float, Sorted As Boolean) As Float()

  ComputePolygon2 (Points() As Float, Offset As Int, Count As Int, Sorted As Boolean) As Float()

Members description:

ComputePolygon (Points() As Float, Sorted As Boolean) As Float()
Returns the convex hull polygon for the given point cloud.
Points: X,Y pairs describing points. Duplicate points will result in undefined behavior.
Sorted: If False, the points will be sorted by the X coordinate then the Y coordinate, which is required by the convex hull algorithm. If sorting is done the input array is not modified and count additional working memory is needed.
Returns pairs of coordinates that describe the convex hull polygon in counterclockwise order. Note: the last point in the returned list is the same as the first one and the returned array is reused for later calls to the same method.
ComputePolygon2 (Points() As Float, Offset As Int, Count As Int, Sorted As Boolean) As Float()
Returns the convex hull polygon for the given point cloud.
Points: X,Y pairs describing points. Duplicate points will result in undefined behavior.
Sorted: If False, the points will be sorted by the X coordinate then the Y coordinate, which is required by the convex hull algorithm. If sorting is done the input array is not modified and count additional working memory is needed.
Returns pairs of coordinates that describe the convex hull polygon in counterclockwise order. Note: the last point in the returned list is the same as the first one and the returned array is reused for later calls to the same method.

lgMathEarClippingTriangulator

A simple implementation of the ear cutting algorithm to triangulate simple polygons without holes. For more information:

If the input polygon is not simple (self-intersects), there will be output but it is of unspecified quality (garbage in,
garbage out).

Events:

None

Members:


  computeTriangles (vertices() As Float, offset As Int, count As Int) As com.badlogic.gdx.utils.ShortArray

Members description:

computeTriangles (vertices() As Float, offset As Int, count As Int) As com.badlogic.gdx.utils.ShortArray
Triangulates the given (convex or concave) simple polygon to a list of triangle vertices.
vertices: pairs describing vertices of the polygon, in either clockwise or counterclockwise order.
Return type: @return:triples of triangle indices in clockwise order. Note the returned array is reused for later calls to the same
method.

lgMathEllipse

A convenient 2D ellipse class, based on the circle class

Events:

None

Members:


  contains (x As Float, y As Float) As Boolean

  height As Float

  Set (x As Float, y As Float, width As Float, height As Float)

  Set2 (ellipse As lgMathEllipse)

  setPosition (position As lgMathVector2) As lgMathEllipse

  setSize (width As Float, height As Float) As lgMathEllipse

  width As Float

  x As Float

  yle="color: #000000; ">y As Float

Members description:

contains (x As Float, y As Float) As Boolean
height As Float
Set (x As Float, y As Float, width As Float, height As Float)
Set2 (ellipse As lgMathEllipse)
setPosition (position As lgMathVector2) As lgMathEllipse
Sets the x and y-coordinates of ellipse center from vector
position: The position vector
Return type: @return:this ellipse for chaining
setSize (width As Float, height As Float) As lgMathEllipse
Sets the width and height of this ellipse
width: The width
height: The height
Return type: @return:this ellipse for chaining
width As Float
x As Float
y As Float

lgMathFloatCounter

Track properties of a stream of float values. The properties (total value, minimum, etc) are updated as
values are {@link #put(float)} into the stream.

Events:

None

Members:


  average As Float

  count As Int

  latest As Float

  max As Float

  mean As lgMathWindowedMean

  min As Float

  put (value As Float)

  reset

  total As Float

  value As Float

Members description:

average As Float
The average value (total / count)
count As Int
The amount of values added
latest As Float
The latest raw value
max As Float
The largest value
mean As lgMathWindowedMean
Provides access to the WindowedMean if any (can be null)
min As Float
The smallest value
put (value As Float)
Add a value and update all fields.
value: The value to add
reset
Reset all values to their default value.
total As Float
The sum of all values
value As Float
The current windowed mean value

lgMathFrustum

A truncated rectangular pyramid. Used to define the viewable region and its projection onto the screen.
See {@link Camera#frustum}.

Events:

None

Members:


  boundsInFrustum (bounds As lgMathBoundingBox) As Boolean

  planePoints() As lgMathVector3

  planes() As lgMathPlane

  pointInFrustum (point As lgMathVector3) As Boolean

  sphereInFrustum (center As lgMathVector3, radius As Float) As Boolean

  sphereInFrustumWithoutNearFar (center As lgMathVector3, radius As Float) As Boolean

  update (inverseProjectionView As lgMathMatrix4)

Members description:

boundsInFrustum (bounds As lgMathBoundingBox) As Boolean
Returns whether the given BoundingBox is in the frustum
planePoints() As lgMathVector3
eight points making up the near and far clipping "rectangles". order is counter clockwise, starting at bottom left
planes() As lgMathPlane
the six clipping planes, near, far, left, right, top, bottm
pointInFrustum (point As lgMathVector3) As Boolean
Returns whether the point is in the frustum.
point: The point
Return type: @return:Whether the point is in the frustum.
sphereInFrustum (center As lgMathVector3, radius As Float) As Boolean
Returns whether the given sphere is in the frustum.
center: The center of the sphere
radius: The radius of the sphere
Return type: @return:Whether the sphere is in the frustum
sphereInFrustumWithoutNearFar (center As lgMathVector3, radius As Float) As Boolean
Returns whether the given sphere is in the frustum not checking whether it is behind the near and far clipping plane.
center: The center of the sphere
radius: The radius of the sphere
Return type: @return:Whether the sphere is in the frustum
update (inverseProjectionView As lgMathMatrix4)
Updates the clipping plane's based on the given inverse combined projection and view matrix, e.g. from an OrthographicCamera.
inverseProjectionView: the combined projection and view matrices.

lgMathGeometryUtils


Events:

None

Members:


  barycentric (p As lgMathVector2, a As lgMathVector2, b As lgMathVector2, c As lgMathVector2, barycentricOut As lgMathVector2) As lgMathVector2

  lowestPositiveRoot (a As Float, b As Float, c As Float) As Float

  polygonCentroid (polygon() As Float, offset As Int, count As Int, centroid As lgMathVector2) As lgMathVector2

  quadrilateralCentroid (x1 As Float, y1 As Float, x2 As Float, y2 As Float, x3 As Float, y3 As Float, x4 As Float, y4 As Float, centroid As lgMathVector2) As lgMathVector2

  triangleCentroid (x1 As Float, y1 As Float, x2 As Float, y2 As Float, x3 As Float, y3 As Float, centroid As lgMathVector2) As lgMathVector2

Members description:

barycentric (p As lgMathVector2, a As lgMathVector2, b As lgMathVector2, c As lgMathVector2, barycentricOut As lgMathVector2) As lgMathVector2
Computes the barycentric coordinates v,w for the specified point in the triangle.
If barycentric.x >= 0 and barycentric.y >= 0 and barycentric.x + barycentric.y <= 1 then the point is inside the triangle.
lowestPositiveRoot (a As Float, b As Float, c As Float) As Float
Returns the lowest positive root of the quadric equation given by a* x * x + b * x + c = 0. If no solution is given Float.Nan is returned.
a: the first coefficient of the quadric equation
b: the second coefficient of the quadric equation
c: the third coefficient of the quadric equation
Return type: @return:the lowest positive root or Float.Nan
polygonCentroid (polygon() As Float, offset As Int, count As Int, centroid As lgMathVector2) As lgMathVector2
Returns the centroid for the specified non-self-intersecting polygon.
quadrilateralCentroid (x1 As Float, y1 As Float, x2 As Float, y2 As Float, x3 As Float, y3 As Float, x4 As Float, y4 As Float, centroid As lgMathVector2) As lgMathVector2
triangleCentroid (x1 As Float, y1 As Float, x2 As Float, y2 As Float, x3 As Float, y3 As Float, centroid As lgMathVector2) As lgMathVector2

lgMathGridPoint2

A point in a 2D grid, with integer x and y coordinates

Events:

None

Members:


  set (x As Int, y As Int) As lgMathGridPoint2

  set2 (point As lgMathGridPoint2) As lgMathGridPoint2

  x As Int

  yle="color: #000000; ">y As Int

Members description:

set (x As Int, y As Int) As lgMathGridPoint2
set2 (point As lgMathGridPoint2) As lgMathGridPoint2
x As Int
y As Int

lgMathGridPoint3

A point in a 3D grid, with integer x and y coordinates

Events:

None

Members:


  set (x As Int, y As Int, z As Int) As lgMathGridPoint3

  set2 (point As lgMathGridPoint3) As lgMathGridPoint3

  x As Int

  yle="color: #000000; ">y As Int

  z As Int

Members description:

set (x As Int, y As Int, z As Int) As lgMathGridPoint3
set2 (point As lgMathGridPoint3) As lgMathGridPoint3
x As Int
y As Int
z As Int

lgMathInterpolation

Takes a linear value in the range of 0-1 and outputs a (usually) non-linear, interpolated value.

Events:

None

Members:


  apply (Value As Float) As Float

  bounce As lgMathInterpolation

  bounceIn As lgMathInterpolation

  bounceOut As lgMathInterpolation

  circle As lgMathInterpolation

  circleIn As lgMathInterpolation

  circleOut As lgMathInterpolation

  elastic As com.badlogic.gdx.math.Interpolation.Elastic

  elasticIn As com.badlogic.gdx.math.Interpolation.Elastic

  elasticOut As com.badlogic.gdx.math.Interpolation.Elastic

  exp10 As lgMathInterpolation

  exp10In As lgMathInterpolation

  exp10Out As lgMathInterpolation

  exp5 As lgMathInterpolation

  exp5In As lgMathInterpolation

  exp5Out As lgMathInterpolation

  fade As lgMathInterpolation

  linear As lgMathInterpolation

  pow2 As com.badlogic.gdx.math.Interpolation.Pow

  pow2In As com.badlogic.gdx.math.Interpolation.PowIn

  pow2Out As com.badlogic.gdx.math.Interpolation.PowOut

  pow3 As com.badlogic.gdx.math.Interpolation.Pow

  pow3In As com.badlogic.gdx.math.Interpolation.PowIn

  pow3Out As com.badlogic.gdx.math.Interpolation.PowOut

  pow4 As com.badlogic.gdx.math.Interpolation.Pow

  pow4In As com.badlogic.gdx.math.Interpolation.PowIn

  pow4Out As com.badlogic.gdx.math.Interpolation.PowOut

  pow5 As com.badlogic.gdx.math.Interpolation.Pow

  pow5In As com.badlogic.gdx.math.Interpolation.PowIn

  pow5Out As com.badlogic.gdx.math.Interpolation.PowOut

  sine As lgMathInterpolation

  sineIn As lgMathInterpolation

  sineOut As lgMathInterpolation

  swing As lgMathInterpolation

  swingIn As lgMathInterpolation

  swingOut As lgMathInterpolation

Members description:

apply (Value As Float) As Float
Returns the interpolated value for the specified linear value.
You have to select an interpolator (bounce, fade, swingIn, etc.) before calling this function.
Value: A value between 0 and 1.
Example:
Dim Interpolation As lgMathInterpolation
Interpolation = Interpolation.elastic
Dim myFirstInterpolatedValue As Float = Interpolation.apply(0)
Dim myLastInterpolatedValue As Float = Interpolation.apply(1)
bounce As lgMathInterpolation
bounceIn As lgMathInterpolation
bounceOut As lgMathInterpolation
circle As lgMathInterpolation
circleIn As lgMathInterpolation
circleOut As lgMathInterpolation
elastic As com.badlogic.gdx.math.Interpolation.Elastic
elasticIn As com.badlogic.gdx.math.Interpolation.Elastic
elasticOut As com.badlogic.gdx.math.Interpolation.Elastic
exp10 As lgMathInterpolation
exp10In As lgMathInterpolation
exp10Out As lgMathInterpolation
exp5 As lgMathInterpolation
exp5In As lgMathInterpolation
exp5Out As lgMathInterpolation
fade As lgMathInterpolation
linear As lgMathInterpolation
pow2 As com.badlogic.gdx.math.Interpolation.Pow
pow2In As com.badlogic.gdx.math.Interpolation.PowIn
pow2Out As com.badlogic.gdx.math.Interpolation.PowOut
pow3 As com.badlogic.gdx.math.Interpolation.Pow
pow3In As com.badlogic.gdx.math.Interpolation.PowIn
pow3Out As com.badlogic.gdx.math.Interpolation.PowOut
pow4 As com.badlogic.gdx.math.Interpolation.Pow
pow4In As com.badlogic.gdx.math.Interpolation.PowIn
pow4Out As com.badlogic.gdx.math.Interpolation.PowOut
pow5 As com.badlogic.gdx.math.Interpolation.Pow
pow5In As com.badlogic.gdx.math.Interpolation.PowIn
pow5Out As com.badlogic.gdx.math.Interpolation.PowOut
sine As lgMathInterpolation
sineIn As lgMathInterpolation
sineOut As lgMathInterpolation
swing As lgMathInterpolation
swingIn As lgMathInterpolation
swingOut As lgMathInterpolation

lgMathIntersector

Class offering various static methods for intersection testing between different geometric objects.

Events:

None

Members:


  distanceLinePoint (start As lgMathVector2, end As lgMathVector2, point As lgMathVector2) As Float

  distanceSegmentPoint (startX As Float, startY As Float, endX As Float, endY As Float, pointX As Float, pointY As Float) As Float

  intersectLinePlane (x As Float, y As Float, z As Float, x2 As Float, y2 As Float, z2 As Float, plane As lgMathPlane, intersection As lgMathVector3) As Float

  intersectLinePolygon (p1 As lgMathVector2, p2 As lgMathVector2, polygon As lgMathPolygon) As Boolean

  intersectLines (p1 As lgMathVector2, p2 As lgMathVector2, p3 As lgMathVector2, p4 As lgMathVector2, intersection As lgMathVector2) As Boolean

  intersectLines2 (x1 As Float, y1 As Float, x2 As Float, y2 As Float, x3 As Float, y3 As Float, x4 As Float, y4 As Float, intersection As lgMathVector2) As Boolean

  intersectRayBounds (ray As lgMathRay, box As lgMathBoundingBox, intersection As lgMathVector3) As Boolean

  intersectRayBoundsFast (ray As lgMathRay, box As lgMathBoundingBox) As Boolean

  intersectRayPlane (ray As lgMathRay, plane As lgMathPlane, intersection As lgMathVector3) As Boolean

  intersectRaySphere (ray As lgMathRay, center As lgMathVector3, radius As Float, intersection As lgMathVector3) As Boolean

  intersectRayTriangle (ray As lgMathRay, t1 As lgMathVector3, t2 As lgMathVector3, t3 As lgMathVector3, intersection As lgMathVector3) As Boolean

  intersectRayTriangles (ray As lgMathRay, triangles() As Float, intersection As lgMathVector3) As Boolean

  intersectSegmentCircle (start As lgMathVector2, end As lgMathVector2, center As lgMathVector2, squareRadius As Float) As Boolean

  intersectSegmentCircleDisplace (start As lgMathVector2, end As lgMathVector2, point As lgMathVector2, radius As Float, displacement As lgMathVector2) As Float

  intersectSegmentPlane (start As lgMathVector3, end As lgMathVector3, plane As lgMathPlane, intersection As lgMathVector3) As Boolean

  intersectSegmentPolygon (p1 As lgMathVector2, p2 As lgMathVector2, polygon As lgMathPolygon) As Boolean

  intersectSegments (p1 As lgMathVector2, p2 As lgMathVector2, p3 As lgMathVector2, p4 As lgMathVector2, intersection As lgMathVector2) As Boolean

  isPointInPolygon (Polygon As lgArray, Point As lgMathVector2) As Boolean

  isPointInPolygon2 (polygon() As Float, offset As Int, count As Int, x As Float, y As Float) As Boolean

  isPointInTriangle (px As Float, py As Float, ax As Float, ay As Float, bx As Float, by As Float, cx As Float, cy As Float) As Boolean

  isPointInTriangle2 (p As lgMathVector2, a As lgMathVector2, b As lgMathVector2, c As lgMathVector2) As Boolean

  isPointInTriangle3 (point As lgMathVector3, t1 As lgMathVector3, t2 As lgMathVector3, t3 As lgMathVector3) As Boolean

  main (args() As String)

  nearestSegmentPoint (start As lgMathVector2, end As lgMathVector2, point As lgMathVector2, nearest As lgMathVector2) As lgMathVector2

  overlapConvexPolygons (p1 As lgMathPolygon, p2 As lgMathPolygon) As Boolean

  overlapConvexPolygons2 (p1 As lgMathPolygon, p2 As lgMathPolygon, mtv As lgMathIntersectorMinimumTranslationVector) As Boolean

  overlaps (c1 As lgMathCircle, c2 As lgMathCircle) As Boolean

  pointLineSide (linePoint1 As lgMathVector2, linePoint2 As lgMathVector2, point As lgMathVector2) As Int

  splitTriangle (triangle() As Float, plane As lgMathPlane, split As lgMathIntersectorSplitTriangle)

Members description:

distanceLinePoint (start As lgMathVector2, end As lgMathVector2, point As lgMathVector2) As Float
Returns the distance between the given line segment and point.
start: The line start point
end: The line end point
point: The point
Return type: @return:The distance between the line segment and the point.
distanceSegmentPoint (startX As Float, startY As Float, endX As Float, endY As Float, pointX As Float, pointY As Float) As Float
Returns the distance between the given segment and point.
intersectLinePlane (x As Float, y As Float, z As Float, x2 As Float, y2 As Float, z2 As Float, plane As lgMathPlane, intersection As lgMathVector3) As Float
Intersects a line and a plane. The intersection is returned as the distance from the first point to the plane. In case an
intersection happened, the return value is in the range [0,1]. The intersection point can be recovered by point1 + t *
(point2 - point1) where t is the return value of this method.
intersectLinePolygon (p1 As lgMathVector2, p2 As lgMathVector2, polygon As lgMathPolygon) As Boolean
Check whether the given line and polygon intersect.
p1: The first point of the line
p2: The second point of the line
polygon: The polygon
Returns whether polygon and line intersects.
intersectLines (p1 As lgMathVector2, p2 As lgMathVector2, p3 As lgMathVector2, p4 As lgMathVector2, intersection As lgMathVector2) As Boolean
Intersects the two lines and returns the intersection point in intersection.
p1: The first point of the first line
p2: The second point of the first line
p3: The first point of the second line
p4: The second point of the second line
intersection: The intersection point
Return type: @return:Whether the two lines intersect
intersectLines2 (x1 As Float, y1 As Float, x2 As Float, y2 As Float, x3 As Float, y3 As Float, x4 As Float, y4 As Float, intersection As lgMathVector2) As Boolean
Intersects the two lines and returns the intersection point in Intersection.
intersectRayBounds (ray As lgMathRay, box As lgMathBoundingBox, intersection As lgMathVector3) As Boolean
Intersects a ray and a BoundingBox, returning the intersection point in Intersection.
ray: The ray
box: The box
intersection: The intersection point (optional)
intersectRayBoundsFast (ray As lgMathRay, box As lgMathBoundingBox) As Boolean
Quick check whether the given ray and BoundingBox intersect.
ray: The ray
box: The bounding box
Returns whether the ray and the bounding box intersect.
intersectRayPlane (ray As lgMathRay, plane As lgMathPlane, intersection As lgMathVector3) As Boolean
Intersects a ray and a plane. The intersection point is stored in Intersection in case an intersection is present.
ray: The ray
plane: The plane
intersection: The vector the intersection point is written to (optional)
intersectRaySphere (ray As lgMathRay, center As lgMathVector3, radius As Float, intersection As lgMathVector3) As Boolean
Intersects a ray and a sphere, returning the intersection point in Intersection.
ray: The ray
center: The center of the sphere
radius: The radius of the sphere
intersection: The intersection point (optional)
intersectRayTriangle (ray As lgMathRay, t1 As lgMathVector3, t2 As lgMathVector3, t3 As lgMathVector3, intersection As lgMathVector3) As Boolean
Intersects a ray and a triangle, returning the intersection point in Intersection.
ray: The ray
t1: The first vertex of the triangle
t2: The second vertex of the triangle
t3: The third vertex of the triangle
intersection: The intersection point (optional)
intersectRayTriangles (ray As lgMathRay, triangles() As Float, intersection As lgMathVector3) As Boolean
Intersects the given ray with list of triangles. Returns the nearest intersection point in intersection
ray: The ray
triangles: The triangles, each successive 3 elements from a vertex
intersection: The nearest intersection point (optional)
Return type: @return:Whether the ray and the triangles intersect.
intersectSegmentCircle (start As lgMathVector2, end As lgMathVector2, center As lgMathVector2, squareRadius As Float) As Boolean
Returns whether the given line segment intersects the given circle.
start: The start point of the line segment
end: The end point of the line segment
center: The center of the circle
squareRadius: The squared radius of the circle
Return type: @return:Whether the line segment and the circle intersect
intersectSegmentCircleDisplace (start As lgMathVector2, end As lgMathVector2, point As lgMathVector2, radius As Float, displacement As lgMathVector2) As Float
Checks whether the line segment and the circle intersect and returns by how much and in what direction the line has to move
away from the circle to not intersect.
start: The line segment starting point
end: The line segment end point
point: The center of the circle
radius: The radius of the circle
displacement: The displacement vector set by the method having unit length
Return type: @return:The displacement or Float.POSITIVE_INFINITY if no intersection is present
intersectSegmentPlane (start As lgMathVector3, end As lgMathVector3, plane As lgMathPlane, intersection As lgMathVector3) As Boolean
intersectSegmentPolygon (p1 As lgMathVector2, p2 As lgMathVector2, polygon As lgMathPolygon) As Boolean
Checks whether the given line segment and polygon intersect.
p1: The first point of the segment
p2: The second point of the segment
intersectSegments (p1 As lgMathVector2, p2 As lgMathVector2, p3 As lgMathVector2, p4 As lgMathVector2, intersection As lgMathVector2) As Boolean
Intersects the two line segments and returns the intersection point in intersection.
p1: The first point of the first line segment
p2: The second point of the first line segment
p3: The first point of the second line segment
p4: The second point of the second line segment
intersection: The intersection point (optional)
Return type: @return:Whether the two line segments intersect
isPointInPolygon (Polygon As lgArray, Point As lgMathVector2) As Boolean
Checks whether the given point is in the polygon.
Polygon: Array of the polygon vertices.
Point: The point.
Returns true if the point is in the polygon.
isPointInPolygon2 (polygon() As Float, offset As Int, count As Int, x As Float, y As Float) As Boolean
Returns true if the specified point is in the polygon.
isPointInTriangle (px As Float, py As Float, ax As Float, ay As Float, bx As Float, by As Float, cx As Float, cy As Float) As Boolean
Returns true if the given point is inside the triangle.
isPointInTriangle2 (p As lgMathVector2, a As lgMathVector2, b As lgMathVector2, c As lgMathVector2) As Boolean
Returns true if the given point is inside the triangle.
isPointInTriangle3 (point As lgMathVector3, t1 As lgMathVector3, t2 As lgMathVector3, t3 As lgMathVector3) As Boolean
Returns whether the given point is inside the triangle. This assumes that the point is on the plane of the triangle. No
check is performed that this is the case.
point: the point
t1: the first vertex of the triangle
t2: the second vertex of the triangle
t3: the third vertex of the triangle
Return type: @return:whether the point is in the triangle
main (args() As String)
nearestSegmentPoint (start As lgMathVector2, end As lgMathVector2, point As lgMathVector2, nearest As lgMathVector2) As lgMathVector2
Returns a point on the segment nearest to the specified point.
overlapConvexPolygons (p1 As lgMathPolygon, p2 As lgMathPolygon) As Boolean
Check whether specified convex polygons overlap.
p1: The first polygon.
p2: The second polygon.
Return type: @return:Whether polygons overlap.
overlapConvexPolygons2 (p1 As lgMathPolygon, p2 As lgMathPolygon, mtv As lgMathIntersectorMinimumTranslationVector) As Boolean
Check whether specified convex polygons overlap. If they do, optionally obtain a Minimum Translation Vector indicating the
minimum magnitude vector required to push the polygons out of the collision.
p1: The first polygon.
p2: The second polygon.
mtv: A Minimum Translation Vector to fill in the case of a collision, or null (optional).
Return type: @return:Whether polygons overlap.
overlaps (c1 As lgMathCircle, c2 As lgMathCircle) As Boolean
pointLineSide (linePoint1 As lgMathVector2, linePoint2 As lgMathVector2, point As lgMathVector2) As Int
Determines on which side of the given line the point is. Returns -1 if the point is on the left side of the line, 0 if the
point is on the line and 1 if the point is on the right side of the line. Left and right are relative to the lines direction
which is linePoint1 to linePoint2.
splitTriangle (triangle() As Float, plane As lgMathPlane, split As lgMathIntersectorSplitTriangle)
Splits the triangle by the plane. The result is stored in the SplitTriangle instance. Depending on where the triangle is
relative to the plane, the result can be:

- Triangle is fully in front/behind: SplitTriangle.front or SplitTriangle.back will contain the original
triangle, SplitTriangle.total will be one.
- Triangle has two vertices in front, one behind: SplitTriangle.front contains 2 triangles,
SplitTriangle.back contains 1 triangles, SplitTriangle.total will be 3.
- Triangle has one vertex in front, two behind: SplitTriangle.front contains 1 triangle,
SplitTriangle.back contains 2 triangles, SplitTriangle.total will be 3.

The input triangle should have the form: x, y, z, x2, y2, z2, x3, y3, y3. One can add additional attributes per vertex which
will be interpolated if split, such as texture coordinates or normals. Note that these additional attributes won't be
normalized, as might be necessary in case of normals.
split: output SplitTriangle

lgMathIntersectorMinimumTranslationVector


Events:

None

Members:


  depth As Float

  normal As lgMathVector2

Members description:

depth As Float
normal As lgMathVector2

lgMathIntersectorSplitTriangle


Events:

None

Members:


  back() As Float

  front() As Float

  Initialize (numAttributes As Int)

  numBack As Int

  numFront As Int

  toString As String

  total As Int

Members description:

back() As Float
front() As Float
Initialize (numAttributes As Int)
Creates a new instance, assuming numAttributes attributes per triangle vertex.
numAttributes: must be >= 3
numBack As Int
numFront As Int
toString As String
total As Int

lgMathMatrix3

A 3x3 column major matrix; useful for 2D transforms.

Events:

None

Members:


  det As Float

  idt As lgMathMatrix3

  inv As lgMathMatrix3

  M00 As Int

  M01 As Int

  M02 As Int

  M10 As Int

  M11 As Int

  M12 As Int

  M20 As Int

  M21 As Int

  M22 As Int

  mul (m As lgMathMatrix3) As lgMathMatrix3

  rotate (degrees As Float) As lgMathMatrix3

  scale (scaleX As Float, scaleY As Float) As lgMathMatrix3

  scale2 (scale As lgMathVector2) As lgMathMatrix3

  scl (scale As Float) As lgMathMatrix3

  scl2 (scale As lgMathVector2) As lgMathMatrix3

  scl3 (scale As lgMathVector3) As lgMathMatrix3

  Set (mat As lgMathMatrix3) As lgMathMatrix3

  Set2 (mat As lgMathMatrix4) As lgMathMatrix3

  setToRotation (degrees As Float) As lgMathMatrix3

  setToScaling (scaleX As Float, scaleY As Float) As lgMathMatrix3

  setToTranslation (x As Float, y As Float) As lgMathMatrix3

  setToTranslation2 (translation As lgMathVector2) As lgMathMatrix3

  toString As String

  translate (x As Float, y As Float) As lgMathMatrix3

  translate2 (translation As lgMathVector2) As lgMathMatrix3

  transpose As lgMathMatrix3

  trn (x As Float, y As Float) As lgMathMatrix3

  trn2 (vector As lgMathVector2) As lgMathMatrix3

  trn3 (vector As lgMathVector3) As lgMathMatrix3

  val() As Float

  Values() As Float [read only]

Members description:

det As Float

Return type: @return:The determinant of this matrix
idt As lgMathMatrix3
Sets this matrix to the identity matrix
Return type: @return:This matrix for the purpose of chaining operations.
inv As lgMathMatrix3
Inverts this matrix given that the determinant is != 0.
Return type: @return:This matrix for the purpose of chaining operations.
M00 As Int
M01 As Int
M02 As Int
M10 As Int
M11 As Int
M12 As Int
M20 As Int
M21 As Int
M22 As Int
mul (m As lgMathMatrix3) As lgMathMatrix3
Postmultiplies this matrix with the provided matrix and stores the result in this matrix. For example:


A.mul(B) results in A := AB

m: Matrix to multiply by.
Return type: @return:This matrix for the purpose of chaining operations together.
rotate (degrees As Float) As lgMathMatrix3
Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
degrees: The angle in degrees
Return type: @return:This matrix for the purpose of chaining.
scale (scaleX As Float, scaleY As Float) As lgMathMatrix3
Postmultiplies this matrix with a scale matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
scaleX: The scale in the x-axis.
scaleY: The scale in the y-axis.
Return type: @return:This matrix for the purpose of chaining.
scale2 (scale As lgMathVector2) As lgMathMatrix3
Postmultiplies this matrix with a scale matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
scale: The vector to scale the matrix by.
Return type: @return:This matrix for the purpose of chaining.
scl (scale As Float) As lgMathMatrix3
Scale the matrix in the both the x and y components by the scalar value.
scale: The single value that will be used to scale both the x and y components.
Return type: @return:This matrix for the purpose of chaining methods together.
scl2 (scale As lgMathVector2) As lgMathMatrix3
Scale this matrix using the x and y components of the vector but leave the rest of the matrix alone.
scale: The {@link Vector3} to use to scale this matrix.
Return type: @return:This matrix for the purpose of chaining methods together.
scl3 (scale As lgMathVector3) As lgMathMatrix3
Scale this matrix using the x and y components of the vector but leave the rest of the matrix alone.
scale: The {@link Vector3} to use to scale this matrix. The z component will be ignored.
Return type: @return:This matrix for the purpose of chaining methods together.
Set (mat As lgMathMatrix3) As lgMathMatrix3
Copies the values from the provided matrix to this matrix.
mat: The matrix to copy.
Return type: @return:This matrix for the purposes of chaining.
Set2 (mat As lgMathMatrix4) As lgMathMatrix3
Sets this 3x3 matrix to the top left 3x3 corner of the provided 4x4 matrix.
mat: The matrix whose top left corner will be copied. This matrix will not be modified.
Return type: @return:This matrix for the purpose of chaining operations.
setToRotation (degrees As Float) As lgMathMatrix3
Sets this matrix to a rotation matrix that will rotate any vector in counter-clockwise direction around the z-axis.
degrees: the angle in degrees.
Return type: @return:This matrix for the purpose of chaining operations.
setToScaling (scaleX As Float, scaleY As Float) As lgMathMatrix3
Sets this matrix to a scaling matrix.
scaleX: the scale in x
scaleY: the scale in y
Return type: @return:This matrix for the purpose of chaining operations.
setToTranslation (x As Float, y As Float) As lgMathMatrix3
Sets this matrix to a translation matrix.
x: the translation in x
y: the translation in y
Return type: @return:This matrix for the purpose of chaining operations.
setToTranslation2 (translation As lgMathVector2) As lgMathMatrix3
Sets this matrix to a translation matrix.
translation: The translation vector.
Return type: @return:This matrix for the purpose of chaining operations.
toString As String
translate (x As Float, y As Float) As lgMathMatrix3
Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
x: The x-component of the translation vector.
y: The y-component of the translation vector.
Return type: @return:This matrix for the purpose of chaining.
translate2 (translation As lgMathVector2) As lgMathMatrix3
Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
translation: The translation vector.
Return type: @return:This matrix for the purpose of chaining.
transpose As lgMathMatrix3
Transposes the current matrix.
Return type: @return:This matrix for the purpose of chaining methods together.
trn (x As Float, y As Float) As lgMathMatrix3
Adds a translational component to the matrix in the 3rd column. The other columns are untouched.
x: The x-component of the translation vector.
y: The y-component of the translation vector.
Return type: @return:This matrix for the purpose of chaining.
trn2 (vector As lgMathVector2) As lgMathMatrix3
Adds a translational component to the matrix in the 3rd column. The other columns are untouched.
vector: The translation vector.
Return type: @return:This matrix for the purpose of chaining.
trn3 (vector As lgMathVector3) As lgMathMatrix3
Adds a translational component to the matrix in the 3rd column. The other columns are untouched.
vector: The translation vector. (The z-component of the vector is ignored because this is a 3x3 matrix)
Return type: @return:This matrix for the purpose of chaining.
val() As Float
Values() As Float [read only]
Get the values in this matrix.

lgMathMatrix4

Encapsulates a column major 4 by 4 matrix.
Like the {@link Vector3} class it allows the chaining of methods by returning a reference to itself. For example:


Matrix4 mat = new Matrix4().trn(position).mul(camera.combined);

Events:

None

Members:


  cpy As lgMathMatrix4

  det (values() As Float) As Float

  getScale (scale As lgMathVector3) As lgMathVector3

  getTranslation (position As lgMathVector3) As lgMathVector3

  idt As lgMathMatrix4

  inv As lgMathMatrix4

  lerp (matrix As lgMathMatrix4, alpha As Float) As lgMathMatrix4

  M00 As Int

  M01 As Int

  M02 As Int

  M03 As Int

  M10 As Int

  M11 As Int

  M12 As Int

  M13 As Int

  M20 As Int

  M21 As Int

  M22 As Int

  M23 As Int

  M30 As Int

  M31 As Int

  M32 As Int

  M33 As Int

  mul (matrix As lgMathMatrix4) As lgMathMatrix4

  mulVec (mat() As Float, vec() As Float)

  prj (mat() As Float, vec() As Float)

  rot (mat() As Float, vec() As Float)

  rotate (axis As lgMathVector3, degrees As Float) As lgMathMatrix4

  scale (scaleX As Float, scaleY As Float, scaleZ As Float) As lgMathMatrix4

  scl (x As Float, y As Float, z As Float) As lgMathMatrix4

  scl2 (scale As lgMathVector3) As lgMathMatrix4

  scl3 (scale As Float) As lgMathMatrix4

  set (matrix As lgMathMatrix4) As lgMathMatrix4

  setFromEulerAngles (yaw As Float, pitch As Float, roll As Float) As lgMathMatrix4

  setToLookAt (direction As lgMathVector3, up As lgMathVector3) As lgMathMatrix4

  setToOrtho (left As Float, right As Float, bottom As Float, top As Float, near As Float, far As Float) As lgMathMatrix4

  setToOrtho2D (x As Float, y As Float, width As Float, height As Float) As lgMathMatrix4

  setToProjection (near As Float, far As Float, fov As Float, aspectRatio As Float) As lgMathMatrix4

  setToRotation (axis As lgMathVector3, degrees As Float) As lgMathMatrix4

  setToScaling (vector As lgMathVector3) As lgMathMatrix4

  setToTranslation (vector As lgMathVector3) As lgMathMatrix4

  setToTranslationAndScaling (translation As lgMathVector3, scaling As lgMathVector3) As lgMathMatrix4

  setToWorld (position As lgMathVector3, forward As lgMathVector3, up As lgMathVector3) As lgMathMatrix4

  setTranslation (vector As lgMathVector3) As lgMathMatrix4

  tmp() As Float

  toNormalMatrix As lgMathMatrix4

  toString As String

  tra As lgMathMatrix4

  translate (x As Float, y As Float, z As Float) As lgMathMatrix4

  translate2 (translation As lgMathVector3) As lgMathMatrix4

  trn (vector As lgMathVector3) As lgMathMatrix4

  val() As Float

  Values() As Float [read only]

Members description:

cpy As lgMathMatrix4

Return type: @return:a copy of this matrix
det (values() As Float) As Float
Computes the determinante of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get
from {@link Matrix4#val}.
values: the matrix values.
Return type: @return:the determinante.
getScale (scale As lgMathVector3) As lgMathVector3
getTranslation (position As lgMathVector3) As lgMathVector3
idt As lgMathMatrix4
Sets the matrix to an identity matrix.
Return type: @return:This matrix for the purpose of chaining methods together.
inv As lgMathMatrix4
Inverts the matrix. Stores the result in this matrix.
Return type: @return:This matrix for the purpose of chaining methods together.
lerp (matrix As lgMathMatrix4, alpha As Float) As lgMathMatrix4
Linearly interpolates between this matrix and the given matrix mixing by alpha
matrix: the matrix
alpha: the alpha value in the range [0,1]
Return type: @return:This matrix for the purpose of chaining methods together.
M00 As Int
M01 As Int
M02 As Int
M03 As Int
M10 As Int
M11 As Int
M12 As Int
M13 As Int
M20 As Int
M21 As Int
M22 As Int
M23 As Int
M30 As Int
M31 As Int
M32 As Int
M33 As Int
mul (matrix As lgMathMatrix4) As lgMathMatrix4
Postmultiplies this matrix with the given matrix, storing the result in this matrix. For example:


A.mul(B) results in A := AB.

matrix: The other matrix to multiply by.
Return type: @return:This matrix for the purpose of chaining operations together.
mulVec (mat() As Float, vec() As Float)
Multiplies the vector with the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get
from {@link Matrix4#val}. The vector array is assumed to hold a 3-component vector, with x being the first element, y being
the second and z being the last component. The result is stored in the vector array. This is the same as
{@link Vector3#mul(Matrix4)}.
mat: the matrix
vec: the vector.
prj (mat() As Float, vec() As Float)
Multiplies the vector with the given matrix, performing a division by w. The matrix array is assumed to hold a 4x4 column
major matrix as you can get from {@link Matrix4#val}. The vector array is assumed to hold a 3-component vector, with x being
the first element, y being the second and z being the last component. The result is stored in the vector array. This is the
same as {@link Vector3#prj(Matrix4)}.
mat: the matrix
vec: the vector.
rot (mat() As Float, vec() As Float)
Multiplies the vector with the top most 3x3 sub-matrix of the given matrix. The matrix array is assumed to hold a 4x4 column
major matrix as you can get from {@link Matrix4#val}. The vector array is assumed to hold a 3-component vector, with x being
the first element, y being the second and z being the last component. The result is stored in the vector array. This is the
same as {@link Vector3#rot(Matrix4)}.
mat: the matrix
vec: the vector.
rotate (axis As lgMathVector3, degrees As Float) As lgMathMatrix4
Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
axis: The vector axis to rotate around.
degrees: The angle in degrees.
Return type: @return:This matrix for the purpose of chaining methods together.
scale (scaleX As Float, scaleY As Float, scaleZ As Float) As lgMathMatrix4
Postmultiplies this matrix with a scale matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
scaleX: The scale in the x-axis.
scaleY: The scale in the y-axis.
scaleZ: The scale in the z-axis.
Return type: @return:This matrix for the purpose of chaining methods together.
scl (x As Float, y As Float, z As Float) As lgMathMatrix4
scl2 (scale As lgMathVector3) As lgMathMatrix4
scl3 (scale As Float) As lgMathMatrix4
set (matrix As lgMathMatrix4) As lgMathMatrix4
Sets the matrix to the given matrix.
matrix: The matrix that is to be copied. (The given matrix is not modified)
Return type: @return:This matrix for the purpose of chaining methods together.
setFromEulerAngles (yaw As Float, pitch As Float, roll As Float) As lgMathMatrix4
Sets this matrix to a rotation matrix from the given euler angles.
yaw: the yaw in degrees
pitch: the pitch in degress
roll: the roll in degrees
Return type: @return:This matrix
setToLookAt (direction As lgMathVector3, up As lgMathVector3) As lgMathMatrix4
Sets the matrix to a look at matrix with a direction and an up vector. Multiply with a translation matrix to get a camera
model view matrix.
direction: The direction vector
up: The up vector
Return type: @return:This matrix for the purpose of chaining methods together.
setToOrtho (left As Float, right As Float, bottom As Float, top As Float, near As Float, far As Float) As lgMathMatrix4
Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following
the OpenGL equivalent
left: The left clipping plane
right: The right clipping plane
bottom: The bottom clipping plane
top: The top clipping plane
near: The near clipping plane
far: The far clipping plane
Return type: @return:This matrix for the purpose of chaining methods together.
setToOrtho2D (x As Float, y As Float, width As Float, height As Float) As lgMathMatrix4
Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height. The near plane
is set to 0, the far plane is set to 1.
x: The x-coordinate of the origin
y: The y-coordinate of the origin
width: The width
height: The height
Return type: @return:This matrix for the purpose of chaining methods together.
setToProjection (near As Float, far As Float, fov As Float, aspectRatio As Float) As lgMathMatrix4
Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio.
near: The near plane
far: The far plane
fov: The field of view in degrees
aspectRatio: The "width over height" aspect ratio
Return type: @return:This matrix for the purpose of chaining methods together.
setToRotation (axis As lgMathVector3, degrees As Float) As lgMathMatrix4
Sets the matrix to a rotation matrix around the given axis.
axis: The axis
degrees: The angle in degrees
Return type: @return:This matrix for the purpose of chaining methods together.
setToScaling (vector As lgMathVector3) As lgMathMatrix4
Sets this matrix to a scaling matrix
vector: The scaling vector
Return type: @return:This matrix for chaining.
setToTranslation (vector As lgMathVector3) As lgMathMatrix4
Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
translation vector.
vector: The translation vector
Return type: @return:This matrix for the purpose of chaining methods together.
setToTranslationAndScaling (translation As lgMathVector3, scaling As lgMathVector3) As lgMathMatrix4
Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
translation vector in the 4th column and the scaling vector in the diagonal.
translation: The translation vector
scaling: The scaling vector
Return type: @return:This matrix for the purpose of chaining methods together.
setToWorld (position As lgMathVector3, forward As lgMathVector3, up As lgMathVector3) As lgMathMatrix4
setTranslation (vector As lgMathVector3) As lgMathMatrix4
Sets the 4th column to the translation vector.
vector: The translation vector
Return type: @return:This matrix for the purpose of chaining methods together.
tmp() As Float
toNormalMatrix As lgMathMatrix4
removes the translational part and transposes the matrix.
toString As String
tra As lgMathMatrix4
Transposes the matrix.
Return type: @return:This matrix for the purpose of chaining methods together.
translate (x As Float, y As Float, z As Float) As lgMathMatrix4
Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
x: Translation in the x-axis.
y: Translation in the y-axis.
z: Translation in the z-axis.
Return type: @return:This matrix for the purpose of chaining methods together.
translate2 (translation As lgMathVector3) As lgMathMatrix4
Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES'
glTranslate/glRotate/glScale
translation:
Return type: @return:This matrix for the purpose of chaining methods together.
trn (vector As lgMathVector3) As lgMathMatrix4
Adds a translational component to the matrix in the 4th column. The other columns are untouched.
vector: The translation vector to add to the current matrix. (This vector is not modified)
Return type: @return:This matrix for the purpose of chaining methods together.
val() As Float
Values() As Float [read only]

lgMathPlane

A plane defined via a unit length normal and the distance from the origin, as you learned in your math class.

Events:

None

Members:


  D As Float [read only]

  distance (point As lgMathVector3) As Float

  isFrontFacing (direction As lgMathVector3) As Boolean

  Normal As lgMathVector3 [read only]

  PLANESIDE_Back As com.badlogic.gdx.math.Plane.PlaneSide

  PLANESIDE_Front As com.badlogic.gdx.math.Plane.PlaneSide

  PLANESIDE_OnPlane As com.badlogic.gdx.math.Plane.PlaneSide

  Set (normal As lgMathVector3, d As Float)

  Set2 (point1 As lgMathVector3, point2 As lgMathVector3, point3 As lgMathVector3)

  Set3 (nx As Float, ny As Float, nz As Float, d As Float)

  Set4 (point As lgMathVector3, normal As lgMathVector3)

  Set5 (pointX As Float, pointY As Float, pointZ As Float, norX As Float, norY As Float, norZ As Float)

  Set6 (plane As lgMathPlane)

  testPoint (point As lgMathVector3) As com.badlogic.gdx.math.Plane.PlaneSide

  toString As String

Members description:

D As Float [read only]
distance (point As lgMathVector3) As Float
Calculates the shortest signed distance between the plane and the given point.
point: The point
Return type: @return:the shortest signed distance between the plane and the point
isFrontFacing (direction As lgMathVector3) As Boolean
Returns whether the plane is facing the direction vector. Think of the direction vector as the direction a camera looks in.
This method will return true if the front side of the plane determined by its normal faces the camera.
direction: the direction
Return type: @return:whether the plane is front facing
Normal As lgMathVector3 [read only]
PLANESIDE_Back As com.badlogic.gdx.math.Plane.PlaneSide
PLANESIDE_Front As com.badlogic.gdx.math.Plane.PlaneSide
PLANESIDE_OnPlane As com.badlogic.gdx.math.Plane.PlaneSide
Enum specifying on which side a point lies respective to the plane and it's normal. {@link PlaneSide#Front} is the side to
which the normal points.
Set (normal As lgMathVector3, d As Float)
Constructs a new plane based on the normal and distance to the origin.
normal: The plane normal
d: The distance to the origin
Set2 (point1 As lgMathVector3, point2 As lgMathVector3, point3 As lgMathVector3)
Sets the plane normal and distance to the origin based on the three given points which are considered to be on the plane.
The normal is calculated via a cross product between (point1-point2)x(point2-point3)
point1:
point2:
point3:
Set3 (nx As Float, ny As Float, nz As Float, d As Float)
Sets the plane normal and distance
nx: normal x-component
ny: normal y-component
nz: normal z-component
d: distance to origin
Set4 (point As lgMathVector3, normal As lgMathVector3)
Sets the plane to the given point and normal.
point: the point on the plane
normal: the normal of the plane
Set5 (pointX As Float, pointY As Float, pointZ As Float, norX As Float, norY As Float, norZ As Float)
Set6 (plane As lgMathPlane)
Sets this plane from the given plane
plane: the plane
testPoint (point As lgMathVector3) As com.badlogic.gdx.math.Plane.PlaneSide
Returns on which side the given point lies relative to the plane and its normal. PlaneSide.Front refers to the side the
plane normal points to.
point: The point
Return type: @return:The side the point lies relative to the plane
toString As String

lgMathPolygon

Encapsulates a 2D polygon defined by it's vertices relative to an origin point (default of 0, 0).

Events:

None

Members:


  area As Float

  BoundingRectangle As lgMathRectangle [read only]

  contains (x As Float, y As Float) As Boolean

  dirty

  OriginX As Float [read only]

  OriginY As Float [read only]

  rotate (degrees As Float)

  Rotation As Float

  scale (amount As Float)

  ScaleX As Float [read only]

  ScaleY As Float [read only]

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  TransformedVertices() As Float [read only]

  translate (x As Float, y As Float)

  Vertices() As Float

  X As Float [read only]

  Y As Float [read only]

Members description:

area As Float
Returns the area contained within the polygon.
BoundingRectangle As lgMathRectangle [read only]
Returns an axis-aligned bounding box of this polygon.
Note the returned Rectangle is cached in this polygon, and will be reused if this Polygon is changed.
contains (x As Float, y As Float) As Boolean
Returns whether an x, y pair is contained within the polygon.
dirty
Sets the polygon's world vertices to be recalculated when calling {@link #getTransformedVertices() getTransformedVertices}.
OriginX As Float [read only]
Returns the x-coordinate of the polygon's origin point.
OriginY As Float [read only]
Returns the y-coordinate of the polygon's origin point.
rotate (degrees As Float)
Applies additional rotation to the polygon by the supplied degrees.
Rotation As Float
Returns the total rotation applied to the polygon.
scale (amount As Float)
Applies additional scaling to the polygon by the supplied amount.
ScaleX As Float [read only]
Returns the total horizontal scaling applied to the polygon.
ScaleY As Float [read only]
Returns the total vertical scaling applied to the polygon.
setOrigin (originX As Float, originY As Float)
Sets the origin point to which all of the polygon's local vertices are relative to.
setPosition (x As Float, y As Float)
Sets the polygon's position within the world.
setScale (scaleX As Float, scaleY As Float)
Sets the amount of scaling to be applied to the polygon.
TransformedVertices() As Float [read only]
Calculates and returns the vertices of the polygon after scaling, rotation, and positional translations have been applied,
as they are position within the world.
translate (x As Float, y As Float)
Translates the polygon's position by the specified horizontal and vertical amounts.
Vertices() As Float
Returns the polygon's local vertices without scaling or rotation and without being offset by the polygon position.
X As Float [read only]
Returns the x-coordinate of the polygon's position within the world.
Y As Float [read only]
Returns the y-coordinate of the polygon's position within the world.

lgMathPolyline


Events:

None

Members:


  calculateLength

  calculateScaledLength

  dirty

  Length As Float [read only]

  OriginX As Float [read only]

  OriginY As Float [read only]

  rotate (degrees As Float)

  Rotation As Float

  scale (amount As Float)

  ScaledLength As Float [read only]

  ScaleX As Float [read only]

  ScaleY As Float [read only]

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  TransformedVertices() As Float [read only]

  translate (x As Float, y As Float)

  Vertices() As Float [read only]

  X As Float [read only]

  Y As Float [read only]

Members description:

calculateLength
calculateScaledLength
dirty
Length As Float [read only]
Returns the euclidian length of the polyline without scaling
OriginX As Float [read only]
OriginY As Float [read only]
rotate (degrees As Float)
Rotation As Float
scale (amount As Float)
ScaledLength As Float [read only]
Returns the euclidian length of the polyline
ScaleX As Float [read only]
ScaleY As Float [read only]
setOrigin (originX As Float, originY As Float)
setPosition (x As Float, y As Float)
setScale (scaleX As Float, scaleY As Float)
TransformedVertices() As Float [read only]
Returns vertices scaled, rotated, and offset by the polygon position.
translate (x As Float, y As Float)
Vertices() As Float [read only]
Returns vertices without scaling or rotation and without being offset by the polyline position.
X As Float [read only]
Y As Float [read only]

lgMathRay

Encapsulates a ray having a starting position and a unit length direction.

Events:

None

Members:


  cpy As lgMathRay

  direction As lgMathVector3

  getEndPoint (out As lgMathVector3, distance As Float) As lgMathVector3

  Initialize (Origin As lgMathVector3, Direction As lgMathVector3)

  mul (matrix As lgMathMatrix4) As lgMathRay

  origin As lgMathVector3

  Set (origin As lgMathVector3, direction As lgMathVector3) As lgMathRay

  Set2 (x As Float, y As Float, z As Float, dx As Float, dy As Float, dz As Float) As lgMathRay

  Set3 (ray As lgMathRay) As lgMathRay

  toString As String

Members description:

cpy As lgMathRay

Return type: @return:a copy of this ray.
direction As lgMathVector3
getEndPoint (out As lgMathVector3, distance As Float) As lgMathVector3
Returns the endpoint given the distance. This is calculated as startpoint + distance * direction.
out: The vector to set to the result
distance: The distance from the end point to the start point.
Return type: @return:The out param
Initialize (Origin As lgMathVector3, Direction As lgMathVector3)
Sets the starting position of the ray and the direction.
mul (matrix As lgMathMatrix4) As lgMathRay
Multiplies the ray by the given matrix. Use this to transform a ray into another coordinate system.
matrix: The matrix
Return type: @return:This ray for chaining.
origin As lgMathVector3
Set (origin As lgMathVector3, direction As lgMathVector3) As lgMathRay
Sets the starting position and the direction of this ray.
origin: The starting position
direction: The direction
Return type: @return:this ray for chaining
Set2 (x As Float, y As Float, z As Float, dx As Float, dy As Float, dz As Float) As lgMathRay
Sets this ray from the given starting position and direction.
x: The x-component of the starting position
y: The y-component of the starting position
z: The z-component of the starting position
dx: The x-component of the direction
dy: The y-component of the direction
dz: The z-component of the direction
Return type: @return:this ray for chaining
Set3 (ray As lgMathRay) As lgMathRay
Sets the starting position and direction from the given ray
ray: The ray
Return type: @return:This ray for chaining
toString As String
{@inheritDoc}

lgMathRectangle

Encapsulates a 2D rectangle defined by it's bottom corner point and its extends in x (width) and y (height).

Events:

None

Members:


  AspectRatio As Float [read only]

  contains (x As Float, y As Float) As Boolean

  fitInside (rect As lgMathRectangle) As lgMathRectangle

  fitOutside (rect As lgMathRectangle) As lgMathRectangle

  getCenter (vector As lgMathVector2) As lgMathVector2

  getPosition (position As lgMathVector2) As lgMathVector2

  getSize (size As lgMathVector2) As lgMathVector2

  height As Float

  merge (rect As lgMathRectangle) As lgMathRectangle

  overlaps (r As lgMathRectangle) As Boolean

  Set (x As Float, y As Float, width As Float, height As Float) As lgMathRectangle

  Set2 (rect As lgMathRectangle) As lgMathRectangle

  setCenter (position As lgMathVector2) As lgMathRectangle

  SetCenter2 (x As Float, y As Float) As lgMathRectangle

  setPosition (position As lgMathVector2) As lgMathRectangle

  setPosition2 (x As Float, y As Float) As lgMathRectangle

  setSize (sizeXY As Float) As lgMathRectangle

  setSize2 (width As Float, height As Float) As lgMathRectangle

  tmp As lgMathRectangle

  tmp2 As lgMathRectangle

  toString As String

  width As Float

  x As Float

  yle="color: #000000; ">y As Float

Members description:

AspectRatio As Float [read only]
Calculates the aspect ratio ( width / height ) of this rectangle
contains (x As Float, y As Float) As Boolean

x: point x coordinate
y: point y coordinate
Return type: @return:whether the point is contained in the rectangle
fitInside (rect As lgMathRectangle) As lgMathRectangle
Fits this rectangle into another rectangle while maintaining aspect ratio.
This scales and centers the rectangle to the other rectangle
(e.g. Scaling a texture within a arbitrary cell without squeezing)
rect: the other rectangle to fit this rectangle inside
Return type: @return:this rectangle for chaining
fitOutside (rect As lgMathRectangle) As lgMathRectangle
Fits this rectangle around another rectangle while maintaining aspect ratio
This scales and centers the rectangle to the other rectangle
(e.g. Having a camera translate and scale to show a given area)
rect: the other rectangle to fit this rectangle around
Return type: @return:this rectangle for chaining
getCenter (vector As lgMathVector2) As lgMathVector2
Calculates the center of the rectangle. Results are located in the given Vector2
vector: the Vector2 to use
Return type: @return:the given vector with results stored inside
getPosition (position As lgMathVector2) As lgMathVector2
return the Vector2 with coordinates of this rectangle
position: The Vector2
getSize (size As lgMathVector2) As lgMathVector2

size: The Vector2
Return type: @return:the Vector2 with size of this rectangle
height As Float
merge (rect As lgMathRectangle) As lgMathRectangle
Merges this rectangle with the other rectangle.
rect: the other rectangle
Returns this rectangle for chaining.
overlaps (r As lgMathRectangle) As Boolean

r: the other {@link Rectangle}
Return type: @return:whether this rectangle overlaps the other rectangle.
Set (x As Float, y As Float, width As Float, height As Float) As lgMathRectangle

x: bottom-left x coordinate
y: bottom-left y coordinate
width: width
height: height
Returns this rectangle for chaining
Set2 (rect As lgMathRectangle) As lgMathRectangle
Sets the values of the given rectangle to this rectangle.
rect: the other rectangle
Returns this rectangle for chaining.
setCenter (position As lgMathVector2) As lgMathRectangle
Moves this rectangle so that its center point is located at a given position
position: the position
Return type: @return:this for chaining
SetCenter2 (x As Float, y As Float) As lgMathRectangle
Moves this rectangle so that its center point is located at a given position
x: the position's x
y: the position's y
Return type: @return:this for chaining
setPosition (position As lgMathVector2) As lgMathRectangle
Sets the x and y-coordinates of the bottom left corner from vector
position: The position vector
Return type: @return:this rectangle for chaining
setPosition2 (x As Float, y As Float) As lgMathRectangle
Sets the x and y-coordinates of the bottom left corner
x: The x-coordinate
y: The y-coordinate
Returns this rectangle for chaining
setSize (sizeXY As Float) As lgMathRectangle
Sets the squared size of this rectangle
sizeXY: The size
Return type: @return:this rectangle for chaining
setSize2 (width As Float, height As Float) As lgMathRectangle
Sets the width and height of this rectangle
width: The width
height: The height
Returns this rectangle for chaining
tmp As lgMathRectangle
Static temporary rectangle. Use with care! Use only when sure other code will not also use this.
tmp2 As lgMathRectangle
Static temporary rectangle. Use with care! Use only when sure other code will not also use this.
toString As String
width As Float
x As Float
y As Float

lgMathSegment

A Segment is a line in 3-space having a staring and an ending position.

Events:

None

Members:


  an style="color: #000000; ">a As lgMathVector3

  b As lgMathVector3

  Initialize (a As lgMathVector3, b As lgMathVector3)

Members description:

a As lgMathVector3
the starting position
b As lgMathVector3
the ending position
Initialize (a As lgMathVector3, b As lgMathVector3)
Constructs a new Segment from the two points given.

lgMathSphere

Encapsulates a 3D sphere with a center and a radius

Events:

None

Members:


  center As lgMathVector3

  Initialize (Center As lgMathVector3, Radius As Float)

  overlaps (sphere As lgMathSphere) As Boolean

  radius As Float

Members description:

center As lgMathVector3
the center of the sphere
Initialize (Center As lgMathVector3, Radius As Float)
Constructs a sphere with the given center and radius.
overlaps (sphere As lgMathSphere) As Boolean

sphere: the other sphere
Return type: @return:whether this and the other sphere overlap
radius As Float
the radius of the sphere

lgMathUtils

Utility and fast math functions.


Thanks to Riven on JavaGaming.org for the basis of sin/cos/atan2/floor/ceil.

Events:

None

Members:


  atan2 (y As Float, x As Float) As Float

  ceil (x As Float) As Int

  ceilPositive (x As Float) As Int

  clamp (value As Float, min As Float, max As Float) As Float

  clamp2 (value As Int, min As Int, max As Int) As Int

  clamp3 (value As Short, min As Short, max As Short) As Short

  cos (radians As Float) As Float

  cosDeg (degrees As Float) As Float

  degRad As Float

  degreesToRadians As Float

  floor (x As Float) As Int

  floorPositive (x As Float) As Int

  isPowerOfTwo (value As Int) As Boolean

  nanoToSec As Float

  nextPowerOfTwo (value As Int) As Int

  PI As Float

  PI2 As Float

  radDeg As Float

  radiansToDegrees As Float

  randomBoolean As Boolean

  RandomBoolean2 (chance As Float) As Boolean

  RandomFloat As Float

  RandomFloat2 (start As Float, end As Float) As Float

  round (x As Float) As Int

  roundPositive (x As Float) As Int

  sin (radians As Float) As Float

  sinDeg (degrees As Float) As Float

Members description:

atan2 (y As Float, x As Float) As Float
Returns atan2 in radians from a lookup table.
ceil (x As Float) As Int
Returns the smallest integer greater than or equal to the specified float. This method will only properly ceil floats from
-(2^14) to (Float.MAX_VALUE - 2^14).
ceilPositive (x As Float) As Int
Returns the smallest integer greater than or equal to the specified float. This method will only properly ceil floats that
are positive.
clamp (value As Float, min As Float, max As Float) As Float
clamp2 (value As Int, min As Int, max As Int) As Int
clamp3 (value As Short, min As Short, max As Short) As Short
cos (radians As Float) As Float
Returns the cosine in radians from a lookup table.
cosDeg (degrees As Float) As Float
Returns the cosine in radians from a lookup table.
degRad As Float
degreesToRadians As Float
floor (x As Float) As Int
Returns the largest integer less than or equal to the specified float. This method will only properly floor floats from
-(2^14) to (Float.MAX_VALUE - 2^14).
floorPositive (x As Float) As Int
Returns the largest integer less than or equal to the specified float. This method will only properly floor floats that are
positive. Note this method simply casts the float to int.
isPowerOfTwo (value As Int) As Boolean
nanoToSec As Float
nextPowerOfTwo (value As Int) As Int
Returns the next power of two. Returns the specified value if the value is already a power of two.
PI As Float
PI2 As Float
radDeg As Float
radiansToDegrees As Float
randomBoolean As Boolean
Returns a random boolean value.
RandomBoolean2 (chance As Float) As Boolean
Returns true if a random value between 0 and 1 is less than the specified value.
RandomFloat As Float
Returns random number between 0.0 (inclusive) and 1.0 (exclusive).
RandomFloat2 (start As Float, end As Float) As Float
Returns a random number between start (inclusive) and end (exclusive).
round (x As Float) As Int
Returns the closest integer to the specified float. This method will only properly round floats from -(2^14) to
(Float.MAX_VALUE - 2^14).
roundPositive (x As Float) As Int
Returns the closest integer to the specified float. This method will only properly round floats that are positive.
sin (radians As Float) As Float
Returns the sine in radians from a lookup table.
sinDeg (degrees As Float) As Float
Returns the sine in radians from a lookup table.

lgMathVector2

Encapsulates a 2D vector. Allows chaining methods by returning a reference to itself

Events:

None

Members:


  add (v As lgMathVector2) As lgMathVector2

  add2 (x As Float, y As Float) As lgMathVector2

  Angle As Float

  clamp (min As Float, max As Float) As lgMathVector2

  cpy As lgMathVector2

  crs (v As lgMathVector2) As Float

  crs2 (x As Float, y As Float) As Float

  div (value As Float) As lgMathVector2

  div2 (vx As Float, vy As Float) As lgMathVector2

  div3 (other As lgMathVector2) As lgMathVector2

  dot (v As lgMathVector2) As Float

  dst (v As lgMathVector2) As Float

  dst_xy (x As Float, y As Float) As Float

  dst2 (v As lgMathVector2) As Float

  dst2_xy (x As Float, y As Float) As Float

  epsilonEquals (obj As lgMathVector2, epsilon As Float) As Boolean

  equals (obj As Object) As Boolean

  hashCode As Int

  len As Float

  len2 As Float

  lerp (target As lgMathVector2, alpha As Float) As lgMathVector2

  limit (limit As Float) As lgMathVector2

  mul (mat As lgMathMatrix3) As lgMathVector2

  nor As lgMathVector2

  rotate (degrees As Float) As lgMathVector2

  scl (scalar As Float) As lgMathVector2

  set (x As Float, y As Float) As lgMathVector2

  set2 (v As lgMathVector2) As lgMathVector2

  sub (v As lgMathVector2) As lgMathVector2

  toString As String

  x As Float

  X2 As lgMathVector2

  yle="color: #000000; ">y As Float

  Y2 As lgMathVector2

  Zero As lgMathVector2

Members description:

add (v As lgMathVector2) As lgMathVector2
Adds the given vector to this vector
v: The vector
Return type: @return:This vector for chaining
add2 (x As Float, y As Float) As lgMathVector2
Adds the given components to this vector
x: The x-component
y: The y-component
Return type: @return:This vector for chaining
Angle As Float
Gets or sets the angle in degrees of this vector (point) relative to the x-axis.
Angles are towards the positive y-axis (typically counter-clockwise) and between 0 and 360.
clamp (min As Float, max As Float) As lgMathVector2
Clamps this vector's length to given value
min: Min length
max: Max length
Return type: @return:This vector for chaining
cpy As lgMathVector2

Return type: @return:a copy of this vector
crs (v As lgMathVector2) As Float
Calculates the 2D cross product between this and the given vector.
v: the other vector
Return type: @return:the cross product
crs2 (x As Float, y As Float) As Float
Calculates the 2D cross product between this and the given vector.
x: the x-coordinate of the other vector
y: the y-coordinate of the other vector
Return type: @return:the cross product
div (value As Float) As lgMathVector2
div2 (vx As Float, vy As Float) As lgMathVector2
div3 (other As lgMathVector2) As lgMathVector2
dot (v As lgMathVector2) As Float
Returns the dot product between this vector and the other vector.
dst (v As lgMathVector2) As Float
Returns the distance between this vector and the other vector.
dst_xy (x As Float, y As Float) As Float
Returns the distance between this vector and the other vector.
x: The x-component of the other vector
y: The y-component of the other vector
dst2 (v As lgMathVector2) As Float
Returns the squared distance between this vector and the other vector.
dst2_xy (x As Float, y As Float) As Float
Returns the squared distance between this vector and the other vector.
x: The x-component of the other vector
y: The y-component of the other vector
epsilonEquals (obj As lgMathVector2, epsilon As Float) As Boolean
Compares this vector with the other vector, using the supplied epsilon for fuzzy equality testing.
obj:
epsilon:
Return type: @return:whether the vectors are the same.
equals (obj As Object) As Boolean
hashCode As Int
len As Float

Return type: @return:The euclidian length
len2 As Float

Return type: @return:The squared euclidian length
lerp (target As lgMathVector2, alpha As Float) As lgMathVector2
Linearly interpolates between this vector and the target vector by alpha which is in the range [0,1]. The result is stored
in this vector.
target: The target vector
alpha: The interpolation coefficient
Return type: @return:This vector for chaining.
limit (limit As Float) As lgMathVector2
Limits this vector's length to given value
limit: Max length
Return type: @return:This vector for chaining
mul (mat As lgMathMatrix3) As lgMathVector2
Left-multiplies this vector by the given matrix
mat: the matrix
Return type: @return:this vector
nor As lgMathVector2
Normalizes this vector. Does nothing if it is zero.
Return type: @return:This vector for chaining
rotate (degrees As Float) As lgMathVector2
Rotates the Vector2 by the given angle, counter-clockwise assuming the y-axis points up.
degrees: the angle in degrees
scl (scalar As Float) As lgMathVector2
Multiplies this vector by a scalar
scalar: The scalar
Return type: @return:This vector for chaining
set (x As Float, y As Float) As lgMathVector2
Sets the components of this vector
x: The x-component
y: The y-component
Return type: @return:This vector for chaining
set2 (v As lgMathVector2) As lgMathVector2
Sets this vector from the given vector
v: The vector
Return type: @return:This vector for chaining
sub (v As lgMathVector2) As lgMathVector2
Subtracts the given vector from this vector.
v: The vector
Return type: @return:This vector for chaining
toString As String
x As Float
the x-component of this vector
X2 As lgMathVector2
y As Float
the y-component of this vector
Y2 As lgMathVector2
Zero As lgMathVector2

lgMathVector3

Encapsulates a 3D vector. Allows chaining operations by returning a reference to itself in all modification methods.

Events:

None

Members:


  add (vector As lgMathVector3) As lgMathVector3

  clamp (min As Float, max As Float) As lgMathVector3

  cpy As lgMathVector3

  crs (vector As lgMathVector3) As lgMathVector3

  div (value As Float) As lgMathVector3

  dot (x As Float, y As Float, z As Float) As Float

  dst (x1 As Float, y1 As Float, z1 As Float, x2 As Float, y2 As Float, z2 As Float) As Float

  dst2 (point As lgMathVector3) As Float

  epsilonEquals (obj As lgMathVector3, epsilon As Float) As Boolean

  equals (obj As Object) As Boolean

  hashCode As Int

  idt (vector As lgMathVector3) As Boolean

  isUnit As Boolean

  isZero As Boolean

  len (x As Float, y As Float, z As Float) As Float

  len2 (x As Float, y As Float, z As Float) As Float

  lerp (target As lgMathVector3, alpha As Float) As lgMathVector3

  limit (limit As Float) As lgMathVector3

  mul (matrix As lgMathMatrix4) As lgMathVector3

  nor As lgMathVector3

  prj (matrix As lgMathMatrix4) As lgMathVector3

  rot (matrix As lgMathMatrix4) As lgMathVector3

  rotate (degrees As Float, axisX As Float, axisY As Float, axisZ As Float) As lgMathVector3

  scale (scalarX As Float, scalarY As Float, scalarZ As Float) As lgMathVector3

  scl (value As Float) As lgMathVector3

  set (x As Float, y As Float, z As Float) As lgMathVector3

  slerp (target As lgMathVector3, alpha As Float) As lgMathVector3

  sub (a_vec As lgMathVector3) As lgMathVector3

  toString As String

  x As Float

  X3 As lgMathVector3

  yle="color: #000000; ">y As Float

  Y3 As lgMathVector3

  z As Float

  Z3 As lgMathVector3

  Zero As lgMathVector3

Members description:

add (vector As lgMathVector3) As lgMathVector3
Adds the given vector to this vector
vector: The other vector
Return type: @return:This vector for chaining
clamp (min As Float, max As Float) As lgMathVector3
Clamps this vector's length to given value
min: Min length
max: Max length
Return type: @return:This vector for chaining
cpy As lgMathVector3

Return type: @return:a copy of this vector
crs (vector As lgMathVector3) As lgMathVector3
Sets this vector to the cross product between it and the other vector.
vector: The other vector
Return type: @return:This vector for chaining
div (value As Float) As lgMathVector3

value: The value
Return type: @return:This vector for chaining
dot (x As Float, y As Float, z As Float) As Float
Returns the dot product between this and the given vector.
x: The x-component of the other vector
y: The y-component of the other vector
z: The z-component of the other vector
Return type: @return:The dot product
dst (x1 As Float, y1 As Float, z1 As Float, x2 As Float, y2 As Float, z2 As Float) As Float

Return type: @return:The euclidian distance between the two specified vectors
dst2 (point As lgMathVector3) As Float
Returns the squared distance between this point and the given point
point: The other point
Return type: @return:The squared distance
epsilonEquals (obj As lgMathVector3, epsilon As Float) As Boolean
Compares this vector with the other vector, using the supplied epsilon for fuzzy equality testing.
obj:
epsilon:
Return type: @return:whether the vectors are the same.
equals (obj As Object) As Boolean
hashCode As Int
idt (vector As lgMathVector3) As Boolean

vector: The other vector
Return type: @return:Wether this and the other vector are equal
isUnit As Boolean

Return type: @return:Whether this vector is a unit length vector
isZero As Boolean

Return type: @return:Whether this vector is a zero vector
len (x As Float, y As Float, z As Float) As Float

Return type: @return:The euclidian length
len2 (x As Float, y As Float, z As Float) As Float

Return type: @return:The squared euclidian length
lerp (target As lgMathVector3, alpha As Float) As lgMathVector3
Linearly interpolates between this vector and the target vector by alpha which is in the range [0,1]. The result is stored
in this vector.
target: The target vector
alpha: The interpolation coefficient
Return type: @return:This vector for chaining.
limit (limit As Float) As lgMathVector3
Limits this vector's length to given value
limit: Max length
Return type: @return:This vector for chaining
mul (matrix As lgMathMatrix4) As lgMathVector3
Left-multiplies the vector by the given matrix, assuming the fourth (w) component of the vector is 1.
matrix: The matrix
Return type: @return:This vector for chaining
nor As lgMathVector3
Normalizes this vector to unit length. Does nothing if it is zero.
Return type: @return:This vector for chaining
prj (matrix As lgMathMatrix4) As lgMathVector3
Multiplies this vector by the given matrix dividing by w, assuming the fourth (w) component of the vector is 1.
This is mostly used to project/unproject vectors via a perspective projection matrix.
matrix: The matrix.
Return type: @return:This vector for chaining
rot (matrix As lgMathMatrix4) As lgMathVector3
Multiplies this vector by the first three columns of the matrix, essentially only applying rotation and scaling.
matrix: The matrix
Return type: @return:This vector for chaining
rotate (degrees As Float, axisX As Float, axisY As Float, axisZ As Float) As lgMathVector3
Rotates this vector by the given angle in degrees around the given axis.
degrees: the angle in degrees
axisX: the x-component of the axis
axisY: the y-component of the axis
axisZ: the z-component of the axis
Return type: @return:This vector for chaining
scale (scalarX As Float, scalarY As Float, scalarZ As Float) As lgMathVector3
scl (value As Float) As lgMathVector3
Scales this vector by the given value
value: The value
Return type: @return:This vector for chaining
set (x As Float, y As Float, z As Float) As lgMathVector3
Sets the vector to the given components
x: The x-component
y: The y-component
z: The z-component
Return type: @return:this vector for chaining
slerp (target As lgMathVector3, alpha As Float) As lgMathVector3
Spherically interpolates between this vector and the target vector by alpha which is in the range [0,1]. The result is
stored in this vector.
target: The target vector
alpha: The interpolation coefficient
Return type: @return:This vector for chaining.
sub (a_vec As lgMathVector3) As lgMathVector3
Subtracts the given vector from this vector
a_vec: The other vector
Return type: @return:This vector for chaining
toString As String
x As Float
the x-component of this vector
X3 As lgMathVector3
y As Float
the y-component of this vector
Y3 As lgMathVector3
z As Float
the z-component of this vector
Z3 As lgMathVector3
Zero As lgMathVector3

lgMathWindowedMean

A simple class keeping track of the mean of a stream of values within a certain window. the WindowedMean will only return a
value in case enough data has been sampled. After enough data has been sampled the oldest sample will be replaced by the newest
in case a new sample is added.

Events:

None

Members:


  addValue (value As Float)

  clear

  hasEnoughData As Boolean

  Latest As Float [read only]

  Mean As Float [read only]

  Oldest As Float [read only]

  standardDeviation As Float

Members description:

addValue (value As Float)
adds a new sample to this mean. in case the window is full the oldest value will be replaced by this new value.
value: The value to add
clear
clears this WindowedMean. The class will only return meaningfull values after enough data has been added again.
hasEnoughData As Boolean

Return type: @return:whether the value returned will be meaningfull
Latest As Float [read only]
Mean As Float [read only]
returns the mean of the samples added to this instance. only returns meaningfull results when at least window_size samples
as specified in the constructor have been added.
Oldest As Float [read only]
standardDeviation As Float

Return type: @return:The standard deviation

lgMesh


Events:

None

Members:


  AutoBind As Boolean [write only]

  Bind

  BindS (Shader As lgShaderProgram)

  BindS2 (Shader As lgShaderProgram, Locations() As Int)

  CalculateBoundingBox As lgMathBoundingBox

  CalculateBoundingBox2 (Bbox As lgMathBoundingBox)

  CalculateBoundingBox3 (Out As lgMathBoundingBox, Offset As Int, Count As Int) As lgMathBoundingBox

  CalculateBoundingBox4 (Out As lgMathBoundingBox, Offset As Int, Count As Int, Transform As lgMathMatrix4) As lgMathBoundingBox

  Copy (IsStatic As Boolean) As lgMesh

  Copy2 (IsStatic As Boolean, RemoveDuplicates As Boolean, Usage() As Int) As lgMesh

  Create (IsStatic As Boolean, Base As lgMesh, Transformations() As lgMathMatrix4) As lgMesh

  Create2 (IsStatic As Boolean, Meshes() As lgMesh) As lgMesh

  Create3 (IsStatic As Boolean, Meshes() As lgMesh, Transformations() As lgMathMatrix4) As lgMesh

  dispose

  ExtendBoundingBox (Out As lgMathBoundingBox, Offset As Int, Count As Int) As lgMathBoundingBox

  ExtendBoundingBox2 (Out As lgMathBoundingBox, Offset As Int, Count As Int, Transform As lgMathMatrix4) As lgMathBoundingBox

  GetIndices (Indices() As Short)

  GetIndices2 (Indices() As Short, DestOffset As Int)

  GetVertexAttribute (Usage As Int) As lgVertexAttribute

  GetVertices (Vertices() As Float)

  GetVertices2 (SrcOffset As Int, Vertices() As Float)

  GetVertices3 (SrcOffset As Int, Count As Int, Vertices() As Float)

  IndicesBuffer As java.nio.ShortBuffer [read only]

  Initialize (IsStatic As Boolean, MaxVertices As Int, MaxIndices As Int, Attributes() As lgVertexAttribute)

  Initialize2 (IsStatic As Boolean, MaxVertices As Int, MaxIndices As Int, Attributes As lgVertexAttributes)

  Initialize3 (StaticVertices As Boolean, StaticIndices As Boolean, MaxVertices As Int, MaxIndices As Int, Attributes As lgVertexAttributes)

  InternalObject As com.badlogic.gdx.graphics.Mesh [read only]

  InvalidateAllMeshes

  ManagedStatus As String [read only]

  MaxIndices As Int [read only]

  MaxVertices As Int [read only]

  NumIndices As Int [read only]

  NumVertices As Int [read only]

  Render (PrimitiveType As Int)

  Render2 (PrimitiveType As Int, Offset As Int, Count As Int)

  Render3 (PrimitiveType As Int, Offset As Int, Count As Int, AutoBind As Boolean)

  RenderS (Shader As lgShaderProgram, PrimitiveType As Int)

  RenderS2 (Shader As lgShaderProgram, PrimitiveType As Int, Offset As Int, Count As Int)

  RenderS3 (Shader As lgShaderProgram, PrimitiveType As Int, Offset As Int, Count As Int, AutoBind As Boolean)

  Scale (ScaleX As Float, ScaleY As Float, ScaleZ As Float)

  SetIndices (Indices() As Short)

  SetIndices2 (Indices() As Short, Offset As Int, Count As Int)

  SetVertices (Vertices() As Float)

  SetVertices2 (Vertices() As Float, Offset As Int, Count As Int)

  Transform (Matrix As lgMathMatrix4)

  TransformUV (Matrix As lgMathMatrix3)

  TransformUV2 (Matrix As lgMathMatrix3, Vertices() As Float, VertexSize As Int, Offset As Int, Start As Int, Count As Int)

  Unbind

  UnbindS (Shader As lgShaderProgram)

  UnbindS2 (Shader As lgShaderProgram, Locations() As Int)

  VertexAttributes As lgVertexAttributes [read only]

  VertexSize As Int [read only]

  VerticesBuffer As java.nio.FloatBuffer [read only]

Members description:

AutoBind As Boolean [write only]
Sets whether to bind the underlying VertexArray or VertexBufferObject automatically on a call to one of the
Render functions or not. Usually you want to use Autobind. Manual binding is an expert functionality. There is a
driver bug on the MSM720xa chips that will fuck up memory if you manipulate the vertices and indices of a Mesh
multiple times while it is bound. Keep this in mind.
Bind
Binds the underlying VertexArray/VertexBufferObject and IndexBufferObject if indices were given.
Use this with OpenGL ES 1.x and when auto-bind is disabled.
BindS (Shader As lgShaderProgram)
Binds the underlying VertexBufferObject and IndexBufferObject if indices where given. Use this with OpenGL ES 2.0 and when auto-bind is disabled.
Shader: the shader (does not bind the shader)
BindS2 (Shader As lgShaderProgram, Locations() As Int)
Binds the underlying VertexBufferObject and IndexBufferObject if indices where given. Use this with OpenGL ES 2.0 and when auto-bind is disabled.
Shader: the shader (does not bind the shader)
Locations: array containing the attribute locations.
CalculateBoundingBox As lgMathBoundingBox
Calculates the BoundingBox of the vertices contained in this mesh. In case no vertices are defined yet a GdxRuntimeException is thrown. This function creates a new BoundingBox instance.
Returns the bounding box.
CalculateBoundingBox2 (Bbox As lgMathBoundingBox)
Calculates the BoundingBox of the vertices contained in this mesh. In case no vertices are defined yet a GdxRuntimeException is thrown.
Bbox: the bounding box to store the result in.
CalculateBoundingBox3 (Out As lgMathBoundingBox, Offset As Int, Count As Int) As lgMathBoundingBox
Calculates the BoundingBox of the specified part.
Out: the bounding box to store the result in.
Offset: the start index of the part.
Count: the amount of indices the part contains.
Returns the value specified by Out.
CalculateBoundingBox4 (Out As lgMathBoundingBox, Offset As Int, Count As Int, Transform As lgMathMatrix4) As lgMathBoundingBox
Calculates the BoundingBox of the specified part.
Out: the bounding box to store the result in.
Offset: the start index of the part.
Count: the amount of indices the part contains.
Returns the value specified by Out.
Copy (IsStatic As Boolean) As lgMesh
Copies this mesh.
IsStatic: whether the new mesh is static or not. Allows for internal optimizations.
Returns the copy of this mesh.
Copy2 (IsStatic As Boolean, RemoveDuplicates As Boolean, Usage() As Int) As lgMesh
Copies this mesh optionally removing duplicate vertices and/or reducing the amount of attributes.
IsStatic: whether the new mesh is static or not. Allows for internal optimizations.
RemoveDuplicates: whether to remove duplicate vertices if possible. Only the vertices specified by usage are checked.
Usage: which attributes (if available) to copy
Returns the copy of this mesh.
Create (IsStatic As Boolean, Base As lgMesh, Transformations() As lgMathMatrix4) As lgMesh
Create a new Mesh that is a combination of transformations of the supplied base mesh.
Not all primitive types, like line strip and triangle strip, can be combined.
IsStatic: whether this mesh is static or not. Allows for internal optimizations.
Transformations: the transformations to apply to the meshes
Returns the combined mesh.
Create2 (IsStatic As Boolean, Meshes() As lgMesh) As lgMesh
Create a new Mesh that is a combination of the supplied meshes. The meshes must have the same VertexAttributes signature.
Not all primitive types, like line strip and triangle strip, can be combined.
IsStatic: whether this mesh is static or not. Allows for internal optimizations.
Meshes: the meshes to combine
Returns the combined mesh.
Create3 (IsStatic As Boolean, Meshes() As lgMesh, Transformations() As lgMathMatrix4) As lgMesh
Create a new Mesh that is a combination of the supplied meshes. The meshes must have the same VertexAttributes signature.
If transformations is supplied, it must have the same length as meshes.
Not all primitive types, like line strip and triangle strip, can be combined.
IsStatic: whether this mesh is static or not. Allows for internal optimizations.
Meshes: the meshes to combine
Transformations: the transformations to apply to the meshes
Returns the combined mesh.
dispose
Frees all resources associated with this mesh
ExtendBoundingBox (Out As lgMathBoundingBox, Offset As Int, Count As Int) As lgMathBoundingBox
Extends the specified BoundingBox with the specified part.
Out: the bounding box to store the result in.
Offset: the start index of the part.
Count: the amount of indices the part contains.
Returns the value specified by Out.
ExtendBoundingBox2 (Out As lgMathBoundingBox, Offset As Int, Count As Int, Transform As lgMathMatrix4) As lgMathBoundingBox
Extends the specified BoundingBox with the specified part.
Out: the bounding box to store the result in.
Offset: the start index of the part.
Count: the amount of indices the part contains.
Returns the value specified by Out.
GetIndices (Indices() As Short)
Copies the indices from the mesh to the short array. The short array must be large enough to hold all the mesh's indices.
Indices: the array to copy the indices to
GetIndices2 (Indices() As Short, DestOffset As Int)
Copies the indices from the mesh to the short array. The short array must be large enough to hold DestOffset + all the mesh's indices.
Indices: the array to copy the indices to
DestOffset: the offset in the indices array to start copying
GetVertexAttribute (Usage As Int) As lgVertexAttribute
Returns the first VertexAttribute having the given usage, or null if no attribute with that usage was found.
GetVertices (Vertices() As Float)
Copies the vertices from the mesh to the float array. The float array must be large enough to hold all the mesh's vertices.
Vertices: the array to copy the vertices to.
GetVertices2 (SrcOffset As Int, Vertices() As Float)
Copies the remaining vertices from the Mesh to the float array. The float array must be large enough to hold the remaining vertices.
SrcOffset: the offset (in number of floats) of the vertices in the mesh to copy.
Vertices: the array to copy the vertices to.
GetVertices3 (SrcOffset As Int, Count As Int, Vertices() As Float)
Copies the specified vertices from the Mesh to the float array. The float array must be large enough to hold count vertices.
SrcOffset: the offset (in number of floats) of the vertices in the mesh to copy.
Count: the amount of floats to copy.
Vertices: the array to copy the vertices to.
IndicesBuffer As java.nio.ShortBuffer [read only]
Returns the backing shortbuffer holding the indices.
Initialize (IsStatic As Boolean, MaxVertices As Int, MaxIndices As Int, Attributes() As lgVertexAttribute)
Creates a new Mesh with the given attributes.
IsStatic: whether this mesh is static or not. Allows for internal optimizations.
MaxVertices: the maximum number of vertices this mesh can hold
MaxIndices: the maximum number of indices this mesh can hold
Attributes: an array of VertexAttribute. Each vertex attribute defines one property of a vertex such as position, normal or texture coordinate
Initialize2 (IsStatic As Boolean, MaxVertices As Int, MaxIndices As Int, Attributes As lgVertexAttributes)
Creates a new Mesh with the given attributes.
IsStatic: whether this mesh is static or not. Allows for internal optimizations.
MaxVertices: the maximum number of vertices this mesh can hold
MaxIndices: the maximum number of indices this mesh can hold
Attributes: the VertexAttributes. Each vertex attribute defines one property of a vertex such as position, normal or texture coordinate
Initialize3 (StaticVertices As Boolean, StaticIndices As Boolean, MaxVertices As Int, MaxIndices As Int, Attributes As lgVertexAttributes)
Creates a new Mesh with the given attributes. Adds extra optimizations for dynamic (frequently modified) meshes.
StaticVertices: whether vertices of this mesh are static or not. Allows for internal optimizations.
StaticIndices: whether indices of this mesh are static or not. Allows for internal optimizations.
MaxVertices: the maximum number of vertices this mesh can hold
MaxIndices: the maximum number of indices this mesh can hold
Attributes: the VertexAttributes. Each vertex attribute defines one property of a vertex such as position, normal or texture coordinate
InternalObject As com.badlogic.gdx.graphics.Mesh [read only]
InvalidateAllMeshes
Invalidates all meshes so the next time they are rendered new VBO handles are generated.
ManagedStatus As String [read only]
MaxIndices As Int [read only]
Returns the maximum number of indices this mesh can hold.
MaxVertices As Int [read only]
Returns the maximum number of vertices this mesh can hold.
NumIndices As Int [read only]
Returns the number of defined indices.
NumVertices As Int [read only]
Returns the number of defined vertices.
Render (PrimitiveType As Int)
Renders the mesh using the given primitive type. If indices are set for this mesh then NumIndices / #vertices-per-
primitive primitives are rendered. If no indices are set then NumVertices / #vertices-per-primitive primitives are
rendered.
This function is intended for use with OpenGL ES 1.x and will throw an IllegalStateException when OpenGL ES 2.0 is used.
PrimitiveType: the GL primitive type
Render2 (PrimitiveType As Int, Offset As Int, Count As Int)
Renders the mesh using the given primitive type. Offset specifies the offset into vertex buffer and is ignored for the index
buffer. Count specifies the number of vertices or indices to use thus count / #vertices-per-primitive primitives are
rendered.
This function is intended for use with OpenGL ES 1.x and will throw an IllegalStateException when OpenGL ES 2.0 is used.
PrimitiveType: the GL primitive type
Offset: the offset into the vertex buffer, ignored for indexed rendering
Count: number of vertices or indices to use
Render3 (PrimitiveType As Int, Offset As Int, Count As Int, AutoBind As Boolean)
Renders the mesh using the given primitive type. Offset specifies the offset into vertex buffer and is ignored for the index
buffer. Count specifies the number of vertices or indices to use thus count / #vertices-per-primitive primitives are
rendered.
This function is intended for use with OpenGL ES 1.x and will throw an IllegalStateException when OpenGL ES 2.0 is used.
PrimitiveType: the GL primitive type
Offset: the offset into the vertex buffer, ignored for indexed rendering
Count: number of vertices or indices to use
AutoBind: overrides the AutoBind member of this Mesh
RenderS (Shader As lgShaderProgram, PrimitiveType As Int)
Renders the mesh using the given primitive type. If indices are set for this mesh then NumIndices / #vertices-per-
primitive primitives are rendered. If no indices are set then NumVertices / #vertices-per-primitive primitives are
rendered.
This method will automatically bind each vertex attribute as specified at construction time via VertexAttributes to
the respective shader attributes. The binding is based on the alias defined for each VertexAttribute.
This method must only be called after the lgShaderProgram.Begin method has been called!
This method is intended for use with OpenGL ES 2.0 and will throw an IllegalStateException when OpenGL ES 1.x is used.
Shader: the shader to be used
PrimitiveType: the GL primitive type
RenderS2 (Shader As lgShaderProgram, PrimitiveType As Int, Offset As Int, Count As Int)
Renders the mesh using the given primitive type. Offset specifies the offset into either the vertex buffer or the index
buffer depending on whether indices are defined. Count specifies the number of vertices or indices to use thus count /
#vertices-per-primitive primitives are rendered.
This method will automatically bind each vertex attribute as specified at construction time via VertexAttributes to
the respective shader attributes. The binding is based on the alias defined for each VertexAttribute.
This method must only be called after the lgShaderProgram.Begin method has been called!
This method is intended for use with OpenGL ES 2.0 and will throw an IllegalStateException when OpenGL ES 1.x is used.
Shader: the shader to be used
PrimitiveType: the GL primitive type
Offset: the offset into the vertex or index buffer
Count: number of vertices or indices to use
RenderS3 (Shader As lgShaderProgram, PrimitiveType As Int, Offset As Int, Count As Int, AutoBind As Boolean)
Renders the mesh using the given primitive type. Offset specifies the offset into either the vertex buffer or the index
buffer depending on whether indices are defined. Count specifies the number of vertices or indices to use thus count /
#vertices-per-primitive primitives are rendered.
This method will automatically bind each vertex attribute as specified at construction time via VertexAttributes to
the respective shader attributes. The binding is based on the alias defined for each VertexAttribute.
This method must only be called after the lgShaderProgram.Begin method has been called!
This method is intended for use with OpenGL ES 2.0 and will throw an IllegalStateException when OpenGL ES 1.x is used.
Shader: the shader to be used
PrimitiveType: the GL primitive type
Offset: the offset into the vertex or index buffer
Count: number of vertices or indices to use
AutoBind: overrides the AutoBind member of this Mesh
Scale (ScaleX As Float, ScaleY As Float, ScaleZ As Float)
Scales the positions in the mesh. Normals will be kept as is. This is a potentially slow operation, use with care.
It will also create a temporary float() which will be garbage collected.
ScaleX: scale on x
ScaleY: scale on y
ScaleZ: scale on z
SetIndices (Indices() As Short)
Sets the indices of this mesh.
SetIndices2 (Indices() As Short, Offset As Int, Count As Int)
Sets the indices of this mesh.
Indices: the indices
Offset: the offset into the indices array
Count: the number of indices to copy
SetVertices (Vertices() As Float)
Sets the vertices of this mesh. The attributes are assumed to be given in float format.
SetVertices2 (Vertices() As Float, Offset As Int, Count As Int)
Sets the vertices of this mesh. The attributes are assumed to be given in float format.
Vertices: the vertices.
Offset: the offset into the vertices array
Count: the number of floats to use
Transform (Matrix As lgMathMatrix4)
Transforms the positions in the mesh. Normals will be kept as is. This is a potentially slow operation, use with care.
It will also create a temporary float() which will be garbage collected.
Matrix: the transformation matrix
TransformUV (Matrix As lgMathMatrix3)
Transforms the texture coordinates in the mesh. This is a potentially slow operation, use with care.
It will also create a temporary float() which will be garbage collected.
Matrix: the transformation matrix
TransformUV2 (Matrix As lgMathMatrix3, Vertices() As Float, VertexSize As Int, Offset As Int, Start As Int, Count As Int)
Transforms the texture coordinates (UV) in the float array. This is a potentially slow operation, use with care.
Matrix: the transformation matrix
Vertices: the float array
VertexSize: the number of floats in each vertex
Offset: the offset within a vertex to the texture location
Start: the vertex to start with
Count: the amount of vertices to transform
Unbind
Unbinds the underlying VertexArray/VertexBufferObject and IndexBufferObject is indices were given.
Use this with OpenGL ES 1.x and when auto-bind is disabled.
UnbindS (Shader As lgShaderProgram)
Unbinds the underlying VertexBufferObject and IndexBufferObject is indices were given. Use this with OpenGL ES 2.0 and when auto-bind is disabled.
Shader: the shader (does not unbind the shader)
UnbindS2 (Shader As lgShaderProgram, Locations() As Int)
Unbinds the underlying VertexBufferObject and IndexBufferObject is indices were given. Use this with OpenGL ES 2.0 and when auto-bind is disabled.
Shader: the shader (does not unbind the shader)
Locations: array containing the attribute locations.
VertexAttributes As lgVertexAttributes [read only]
Returns the vertex attributes of this Mesh.
VertexSize As Int [read only]
Returns the size of a single vertex in bytes.
VerticesBuffer As java.nio.FloatBuffer [read only]
Returns the backing FloatBuffer holding the vertices.

lgMusic


Events:

Completed

Members:


  dispose

  Initialize (Internal As String, evtPrefix As String)

  Initialize2 (File As lgFileHandle, evtPrefix As String)

  InternalObject As com.badlogic.gdx.backends.android.AndroidMusic [read only]

  IsPlaying As Boolean

  Looping As Boolean

  Pause

  Play

  Position As Float [read only]

  SetPan (Pan As Float, Volume As Float)

  Stop

  Volume As Float

Members description:

dispose
Needs to be called when the Music is no longer needed.
Initialize (Internal As String, evtPrefix As String)
Creates a new Music instance which is used to play back a music stream from a file. Currently supported formats are WAV, MP3 and OGG. The Music instance has to be disposed if it is no longer used via the Dispose method. Music instances are automatically paused and resumed when an Application is paused or resumed.
Internal: Internal file path.
evtPrefix: Prefix of the Completed event.
Initialize2 (File As lgFileHandle, evtPrefix As String)
Creates a new Music instance which is used to play back a music stream from a file. Currently supported formats are WAV, MP3 and OGG. The Music instance has to be disposed if it is no longer used via the Dispose method. Music instances are automatically paused and resumed when an Application is paused or resumed.
File: The file handle.
evtPrefix: Prefix of the Completed event.
InternalObject As com.badlogic.gdx.backends.android.AndroidMusic [read only]
IsPlaying As Boolean
Returns whether this music stream is playing.
Looping As Boolean
Gets or sets whether the music stream is looping. This can be called at any time.
Pause
Pauses the play back. If the music stream has not been started yet or has finished playing a call to this method will be ignored.
Play
Starts the play back of the music stream. In case the stream was paused this will resume the play back. In case the music stream is finished playing this will restart the play back.
Position As Float [read only]
Returns the playback position in milliseconds.
SetPan (Pan As Float, Volume As Float)
Sets the panning and volume of this music stream.
Stop
Stops a playing or paused Music instance. Next time Play is invoked the Music will start from the beginning.
Volume As Float
Gets or sets the volume of this music stream. The volume is set in the range [0,1] with 0 being silent and 1 being the maximum volume.

lgNet


Permissions:

android.permission.INTERNET

Events:

None

Members:


  InternalObject As com.badlogic.gdx.backends.android.AndroidNet [read only]

  NewTCPClientSocket (Host As String, Port As Int, Hints As lgSocketHints) As lgSocket

  NewTCPServerSocket (Port As Int, Hints As lgServerSocketHints) As lgServerSocket

  OpenURI (URI As String)

Members description:

InternalObject As com.badlogic.gdx.backends.android.AndroidNet [read only]
NewTCPClientSocket (Host As String, Port As Int, Hints As lgSocketHints) As lgSocket
Creates a new TCP client socket that connects to the given host and port.
Call the Dispose function of the client socket when you no longer need it.
NewTCPServerSocket (Port As Int, Hints As lgServerSocketHints) As lgServerSocket
Creates a new server socket on the given port, using the TCP protocol.
Call the Dispose function of the server socket when you no longer need it.
OpenURI (URI As String)

lgNinePatch


Events:

None

Members:


  BOTTOM_CENTER As Int

  BOTTOM_LEFT As Int

  BOTTOM_RIGHT As Int

  BottomHeight As Float

  Color As lgColor

  Draw (Batch As lgSpriteBatch, X As Float, Y As Float, Width As Float, Height As Float)

  Initialize (NinePatch As lgNinePatch)

  Initialize2 (NinePatch As lgNinePatch, Color As lgColor)

  InitializeWithRegion (Region As lgTextureRegion)

  InitializeWithRegion2 (Region As lgTextureRegion, Color As lgColor)

  InitializeWithRegion3 (Region As lgTextureRegion, Left As Int, Right As Int, Top As Int, Bottom As Int)

  InitializeWithRegions (Regions() As lgTextureRegion)

  InitializeWithTexture (Texture As lgTexture)

  InitializeWithTexture2 (Texture As lgTexture, Color As lgColor)

  InitializeWithTexture3 (Texture As lgTexture, Left As Int, Right As Int, Top As Int, Bottom As Int)

  InternalObject As com.badlogic.gdx.graphics.g2d.NinePatch [read only]

  LeftWidth As Float

  MIDDLE_CENTER As Int

  MIDDLE_LEFT As Int

  MIDDLE_RIGHT As Int

  MiddleHeight As Float

  MiddleWidth As Float

  PadBottom As Float

  PadLeft As Float

  PadRight As Float

  PadTop As Float

  RightWidth As Float

  SetPadding (Left As Int, Right As Int, Top As Int, Bottom As Int)

  Texture As lgTexture [read only]

  TOP_CENTER As Int

  TOP_LEFT As Int

  TOP_RIGHT As Int

  TopHeight As Float

  TotalHeight As Float [read only]

  TotalWidth As Float [read only]

Members description:

BOTTOM_CENTER As Int
BOTTOM_LEFT As Int
BOTTOM_RIGHT As Int
BottomHeight As Float
Gets or sets the draw-time height of the three bottom edge patches.
Color As lgColor
Gets or sets the color. The color will be blended with the batch color, then combined with the texture colors at draw time. Default is White.
Draw (Batch As lgSpriteBatch, X As Float, Y As Float, Width As Float, Height As Float)
Initialize (NinePatch As lgNinePatch)
Initialize2 (NinePatch As lgNinePatch, Color As lgColor)
InitializeWithRegion (Region As lgTextureRegion)
Constructs a degenerate "nine" patch with only a center component.
InitializeWithRegion2 (Region As lgTextureRegion, Color As lgColor)
Constructs a degenerate "nine" patch with only a center component.
InitializeWithRegion3 (Region As lgTextureRegion, Left As Int, Right As Int, Top As Int, Bottom As Int)
Creates a ninepatch by cutting up the given texture region into nine patches. The subsequent parameters define the 4 lines that will cut the texture region into 9 pieces.
Left: Pixels from left edge.
Right: Pixels from right edge.
Top: Pixels from top edge.
Bottom: Pixels from bottom edge.
InitializeWithRegions (Regions() As lgTextureRegion)
Constructs a ninepatch from the given nine texture regions. The provided patches must be consistently sized (e.g., any left edge textures must have the same width, etc). Patches may be null. Patch indices are specified via the constants TOP_LEFT, TOP_CENTER, etc.
InitializeWithTexture (Texture As lgTexture)
Constructs a degenerate "nine" patch with only a center component.
InitializeWithTexture2 (Texture As lgTexture, Color As lgColor)
Constructs a degenerate "nine" patch with only a center component.
InitializeWithTexture3 (Texture As lgTexture, Left As Int, Right As Int, Top As Int, Bottom As Int)
Creates a ninepatch by cutting up the given texture into nine patches. The subsequent parameters define the 4 lines that will cut the texture region into 9 pieces.
Left: Pixels from left edge.
Right: Pixels from right edge.
Top: Pixels from top edge.
Bottom: Pixels from bottom edge.
InternalObject As com.badlogic.gdx.graphics.g2d.NinePatch [read only]
LeftWidth As Float
Gets or sets the draw-time width of the three left edge patches.
MIDDLE_CENTER As Int
MIDDLE_LEFT As Int
MIDDLE_RIGHT As Int
MiddleHeight As Float
Gets or sets the height of the middle row of the patch. At render time, this is implicitly the requested render-height of the entire nine patch, minus the top and bottom height.
MiddleWidth As Float
Gets or sets the draw-time width of the three middle edge patches.
PadBottom As Float
Gets or sets the bottom padding. If not set, returns BottomHeight.
PadLeft As Float
Gets or sets the left padding. If not set, returns LeftWidth.
PadRight As Float
Gets or sets the right padding. If not set, returns RightWidth.
PadTop As Float
Gets or sets the top padding. If not set, returns TopHeight.
RightWidth As Float
Gets or sets the draw-time width of the three right edge patches.
SetPadding (Left As Int, Right As Int, Top As Int, Bottom As Int)
Sets the padding for content inside this ninepatch. By default the padding is set to match the exterior of the ninepatch, so the content should fit exactly within the middle patch.
Texture As lgTexture [read only]
TOP_CENTER As Int
TOP_LEFT As Int
TOP_RIGHT As Int
TopHeight As Float
Gets or sets the draw-time height of the three top edge patches.
TotalHeight As Float [read only]
TotalWidth As Float [read only]

lgOrthographicCamera


Events:

None

Members:


  Combined As lgMathMatrix4 [read only]

  Direction As lgMathVector3 [read only]

  Far As Float

  FindDirectionForIsoView (TargetAngle As Float, Epsilon As Float, MaxIterations As Int)

  Frustum As lgMathFrustum [read only]

  Initialize

  Initialize2 (viewportWidth As Float, viewportHeight As Float)

  Initialize3 (viewportWidth As Float, viewportHeight As Float, DiamondAngle As Float)

  InternalObject As com.badlogic.gdx.graphics.OrthographicCamera [read only]

  InvProjectionView As lgMathMatrix4 [read only]

  Near As Float

  Position As lgMathVector3 [read only]

  Project (Coord As lgMathVector2)

  Projection As lgMathMatrix4 [read only]

  Rotate (Angle As Float)

  SetToOrtho (yDown As Boolean)

  SetToOrtho2 (yDown As Boolean, ViewportWidth As Float, ViewportHeight As Float)

  Translate (X As Float, Y As Float)

  Translate2 (vec As lgMathVector2)

  Unproject (Coord As lgMathVector2)

  Up As lgMathVector3 [read only]

  Update

  Update2 (UpdateFrustum As Boolean)

  View As lgMathMatrix4 [read only]

  ViewportHeight As Float

  ViewportWidth As Float

  Zoom As Float

Members description:

Combined As lgMathMatrix4 [read only]
Returns the combined projection and view matrix.
Direction As lgMathVector3 [read only]
Gets the unit length direction vector of the camera.
Far As Float
Gets or sets the far clipping plane distance. Has to be positive.
FindDirectionForIsoView (TargetAngle As Float, Epsilon As Float, MaxIterations As Int)
Frustum As lgMathFrustum [read only]
Initialize
Initialize2 (viewportWidth As Float, viewportHeight As Float)
Constructs a new OrthographicCamera, using the given viewport width and height. For pixel perfect 2D rendering just supply the screen size, for other unit scales (e.g. meters for box2d) proceed accordingly. The camera will show the region [-viewportWidth/2, -viewportHeight/2]- [viewportWidth/2, viewportHeight/2].
viewportWidth: The viewport width.
viewportHeight: The viewport height.
Initialize3 (viewportWidth As Float, viewportHeight As Float, DiamondAngle As Float)
Constructs a new OrthographicCamera, using the given viewport width and height. This will create a camera useable for iso-metric views. The diamond angle specifies the angle of a tile viewed isometrically.
viewportWidth: The viewport width.
viewportHeight: The viewport height.
diamondAngle: The angle in degrees.
InternalObject As com.badlogic.gdx.graphics.OrthographicCamera [read only]
InvProjectionView As lgMathMatrix4 [read only]
Returns the inverse combined projection and view matrix.
Near As Float
Gets or sets the near clipping plane distance. Has to be positive.
Position As lgMathVector3 [read only]
Gets the position of the camera.
Project (Coord As lgMathVector2)
Translates the viewport/world coordinates into screen coordinates.
Projection As lgMathMatrix4 [read only]
Returns the projection matrix.
Rotate (Angle As Float)
Rotates the camera by the given angle around the direction vector. The direction and up vector will not be orthogonalized.
SetToOrtho (yDown As Boolean)
Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered at (lgGdx.Graphics.Width/2, lgGdx.Graphics.Height/2), with the y-axis pointing up or down.
SetToOrtho2 (yDown As Boolean, ViewportWidth As Float, ViewportHeight As Float)
Sets this camera to an orthographic projection, centered at (viewportWidth/2, viewportHeight/2), with the y-axis pointing up or down.
Translate (X As Float, Y As Float)
Moves the camera by the given amount on each axis.
X: The displacement on the X-axis.
Y: The displacement on the Y-axis.
Translate2 (vec As lgMathVector2)
Moves the camera by the given vector.
Unproject (Coord As lgMathVector2)
Translates the screen coordinates into viewport/world coordinates.
Up As lgMathVector3 [read only]
Gets the unit length up vector of the camera.
Update
Recalculates the projection and view matrix of this camera and the Frustum planes. Use this after you've manipulated any of the attributes of the camera.
Update2 (UpdateFrustum As Boolean)
Recalculates the projection and view matrix of this camera and the Frustum planes if UpdateFrustum is true. Use this after you've manipulated any of the attributes of the camera.
View As lgMathMatrix4 [read only]
Returns the view matrix.
ViewportHeight As Float
ViewportWidth As Float
Zoom As Float

lgParticleEffect


Events:

None

Members:


  AllowCompletion

  BoundingBox As lgMathBoundingBox [read only]

  dispose

  Draw (SpriteBatch As lgSpriteBatch)

  Draw2 (SpriteBatch As lgSpriteBatch, Delta As Float)

  Duration As Int [write only]

  Emitters As List [read only]

  FindEmitter (Name As String) As lgParticleEmitter

  FlipY

  Initialize

  Initialize2 (Effect As lgParticleEffect)

  InternalObject As com.badlogic.gdx.graphics.g2d.ParticleEffect [read only]

  IsComplete As Boolean

  Load (EffectFile As lgFileHandle, ImagesDir As lgFileHandle)

  Load2 (EffectFile As lgFileHandle, Atlas As lgTextureAtlas)

  LoadEmitterImages (ImagesDir As lgFileHandle)

  LoadEmitterImages2 (Atlas As lgTextureAtlas)

  LoadEmitters (EffectFile As lgFileHandle)

  Reset

  Save (EffectFile As lgFileHandle)

  SetFlip (flipX As Boolean, flipY As Boolean)

  SetPosition (X As Float, Y As Float)

  Start

  Update (Delta As Float)

Members description:

AllowCompletion
BoundingBox As lgMathBoundingBox [read only]
Returns the bounding box for all active particles. Z axis will always be zero.
dispose
Disposes the texture for each sprite for each ParticleEmitter.
Draw (SpriteBatch As lgSpriteBatch)
Draw2 (SpriteBatch As lgSpriteBatch, Delta As Float)
Duration As Int [write only]
Emitters As List [read only]
FindEmitter (Name As String) As lgParticleEmitter
Returns the emitter with the specified name, or null.
FlipY
Initialize
Initialize2 (Effect As lgParticleEffect)
InternalObject As com.badlogic.gdx.graphics.g2d.ParticleEffect [read only]
IsComplete As Boolean
Load (EffectFile As lgFileHandle, ImagesDir As lgFileHandle)
Load2 (EffectFile As lgFileHandle, Atlas As lgTextureAtlas)
LoadEmitterImages (ImagesDir As lgFileHandle)
LoadEmitterImages2 (Atlas As lgTextureAtlas)
LoadEmitters (EffectFile As lgFileHandle)
Reset
Save (EffectFile As lgFileHandle)
SetFlip (flipX As Boolean, flipY As Boolean)
SetPosition (X As Float, Y As Float)
Start
Update (Delta As Float)

lgParticleEffectPool


Events:

None

Members:


  Available As Int [read only]

  Clear

  dispose

  Free (Effect As lgParticleEffect) As Boolean

  Initialize (Effect As lgParticleEffect, InitialCapacity As Int)

  Initialize2 (Effect As lgParticleEffect, InitialCapacity As Int, Max As Int)

  Max As Int [read only]

  Obtain As lgParticleEffect

  Peak As Int [read only]

  Size As Int [read only]

Members description:

Available As Int [read only]
Returns the number of objects already created that can be reused.
Clear
Removes all objects from this pool.
dispose
Disposes all resources used by this pool.
Free (Effect As lgParticleEffect) As Boolean
Makes the specified ParticleEffect eligible to be returned by Obtain. The function returns False if the ParticleEffect was not found in this pool.
Initialize (Effect As lgParticleEffect, InitialCapacity As Int)
Creates a pool of ParticleEffect with the specified initial capacity and no maximum.
Initialize2 (Effect As lgParticleEffect, InitialCapacity As Int, Max As Int)
Creates a pool of ParticleEffect with the specified initial capacity and the specified maximum number of objects.
Max As Int [read only]
Returns the maximum number of objects that will be pooled.
Obtain As lgParticleEffect
Returns a ParticleEffect from this pool. It may be new or reused (previously freed). If all objects of this pool are used and the pool already contains Max objects, the function returns Null.
Peak As Int [read only]
Returns the highest number of created objects.
Size As Int [read only]
Returns the number of objects currently in the pool.

lgParticleEmitter


Events:

None

Members:


  ActiveCount As Int [read only]

  Additive As Boolean

  AddParticle

  AddParticles (Count As Int)

  Aligned As Boolean

  AllowCompletion

  Angle As lgParticleScaledNumericValue [read only]

  Attached As Boolean

  Behind As Boolean

  BoundingBox As lgMathBoundingBox [read only]

  Continuous As Boolean

  Delay As lgParticleRangedNumericValue [read only]

  Draw (SpriteBatch As lgSpriteBatch)

  Draw2 (SpriteBatch As lgSpriteBatch, Delta As Float)

  Duration As lgParticleRangedNumericValue [read only]

  DurationTimer As Float

  Emission As lgParticleScaledNumericValue [read only]

  FlipY

  Gravity As lgParticleScaledNumericValue [read only]

  ImagePath As String

  Initialize

  Initialize2 (Emitter As lgParticleEmitter)

  InternalObject As com.badlogic.gdx.graphics.g2d.ParticleEmitter [read only]

  IsComplete As Boolean

  Life As lgParticleScaledNumericValue [read only]

  LifeOffset As lgParticleScaledNumericValue [read only]

  Load (Internal As String)

  Load2 (File As lgFileHandle)

  MaxParticleCount As Int

  MinParticleCount As Int

  Name As String

  PercentComplete As Float [read only]

  Reset

  Rotation As lgParticleScaledNumericValue [read only]

  Save (File As lgFileHandle)

  Scale As lgParticleScaledNumericValue [read only]

  SetFlip (FlipX As Boolean, FlipY As Boolean)

  SetPosition (X As Float, Y As Float)

  SpawnHeight As lgParticleScaledNumericValue [read only]

  SpawnShape As lgParticleSpawnShapeValue [read only]

  SpawnWidth As lgParticleScaledNumericValue [read only]

  Sprite As lgSprite

  Start

  Tint As lgParticleGradientColorValue [read only]

  Transparency As lgParticleScaledNumericValue [read only]

  Update (Delta As Float)

  Velocity As lgParticleScaledNumericValue [read only]

  Wind As lgParticleScaledNumericValue [read only]

  X As Float [read only]

  XOffsetValue As lgParticleRangedNumericValue [read only]

  Y As Float [read only]

  YOffsetValue As lgParticleRangedNumericValue [read only]

Members description:

ActiveCount As Int [read only]
Additive As Boolean
AddParticle
AddParticles (Count As Int)
Aligned As Boolean
AllowCompletion
Ignores the continuous setting until the emitter is started again. This allows the emitter to stop smoothly.
Angle As lgParticleScaledNumericValue [read only]
Attached As Boolean
Behind As Boolean
BoundingBox As lgMathBoundingBox [read only]
Returns the bounding box for all active particles. Z axis will always be zero.
Continuous As Boolean
Delay As lgParticleRangedNumericValue [read only]
Draw (SpriteBatch As lgSpriteBatch)
Draw2 (SpriteBatch As lgSpriteBatch, Delta As Float)
Updates and draws the particles. This is slightly more efficient than calling Update and Draw separately.
Duration As lgParticleRangedNumericValue [read only]
DurationTimer As Float
Emission As lgParticleScaledNumericValue [read only]
FlipY
Gravity As lgParticleScaledNumericValue [read only]
ImagePath As String
Initialize
Initialize2 (Emitter As lgParticleEmitter)
InternalObject As com.badlogic.gdx.graphics.g2d.ParticleEmitter [read only]
IsComplete As Boolean
Life As lgParticleScaledNumericValue [read only]
LifeOffset As lgParticleScaledNumericValue [read only]
Load (Internal As String)
Load2 (File As lgFileHandle)
MaxParticleCount As Int
MinParticleCount As Int
Name As String
PercentComplete As Float [read only]
Reset
Rotation As lgParticleScaledNumericValue [read only]
Save (File As lgFileHandle)
Scale As lgParticleScaledNumericValue [read only]
SetFlip (FlipX As Boolean, FlipY As Boolean)
SetPosition (X As Float, Y As Float)
SpawnHeight As lgParticleScaledNumericValue [read only]
SpawnShape As lgParticleSpawnShapeValue [read only]
SpawnWidth As lgParticleScaledNumericValue [read only]
Sprite As lgSprite
Start
Tint As lgParticleGradientColorValue [read only]
Transparency As lgParticleScaledNumericValue [read only]
Update (Delta As Float)
Velocity As lgParticleScaledNumericValue [read only]
Wind As lgParticleScaledNumericValue [read only]
X As Float [read only]
XOffsetValue As lgParticleRangedNumericValue [read only]
Y As Float [read only]
YOffsetValue As lgParticleRangedNumericValue [read only]

lgParticleGradientColorValue


Events:

None

Members:


  Active As Boolean [write only]

  AlwaysActive As Boolean [write only]

  Colors() As Float

  getColor (percent As Float) As Float()

  isActive As Boolean

  isAlwaysActive As Boolean

  Timeline() As Float

Members description:

Active As Boolean [write only]
AlwaysActive As Boolean [write only]
Colors() As Float
getColor (percent As Float) As Float()
isActive As Boolean
isAlwaysActive As Boolean
Timeline() As Float

lgParticleRangedNumericValue


Events:

None

Members:


  Active As Boolean [write only]

  AlwaysActive As Boolean [write only]

  isActive As Boolean

  isAlwaysActive As Boolean

  Low As Float [write only]

  LowMax As Float

  LowMin As Float

  newLowValue As Float

  setLow (min As Float, max As Float)

Members description:

Active As Boolean [write only]
AlwaysActive As Boolean [write only]
isActive As Boolean
isAlwaysActive As Boolean
Low As Float [write only]
LowMax As Float
LowMin As Float
newLowValue As Float
setLow (min As Float, max As Float)

lgParticleScaledNumericValue


Events:

None

Members:


  Active As Boolean [write only]

  AlwaysActive As Boolean [write only]

  getScale (percent As Float) As Float

  High As Float [write only]

  HighMax As Float

  HighMin As Float

  isActive As Boolean

  isAlwaysActive As Boolean

  isRelative As Boolean

  Low As Float [write only]

  LowMax As Float

  LowMin As Float

  newHighValue As Float

  newLowValue As Float

  Relative As Boolean [write only]

  Scaling() As Float

  setHigh (min As Float, max As Float)

  setLow (min As Float, max As Float)

  Timeline() As Float

Members description:

Active As Boolean [write only]
AlwaysActive As Boolean [write only]
getScale (percent As Float) As Float
High As Float [write only]
HighMax As Float
HighMin As Float
isActive As Boolean
isAlwaysActive As Boolean
isRelative As Boolean
Low As Float [write only]
LowMax As Float
LowMin As Float
newHighValue As Float
newLowValue As Float
Relative As Boolean [write only]
Scaling() As Float
setHigh (min As Float, max As Float)
setLow (min As Float, max As Float)
Timeline() As Float

lgParticleSpawnShapeValue


Events:

None

Members:


  Active As Boolean [write only]

  AlwaysActive As Boolean [write only]

  Edges As Boolean [write only]

  isActive As Boolean

  isAlwaysActive As Boolean

  isEdges As Boolean

  Shape As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnShape

  Side As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnEllipseSide

  SPAWNSHAPE_Ellipse As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnShape

  SPAWNSHAPE_Line As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnShape

  SPAWNSHAPE_Point As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnShape

  SPAWNSHAPE_Square As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnShape

  SPAWNSIDE_Both As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnEllipseSide

  SPAWNSIDE_Bottom As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnEllipseSide

  SPAWNSIDE_Top As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnEllipseSide

Members description:

Active As Boolean [write only]
AlwaysActive As Boolean [write only]
Edges As Boolean [write only]
isActive As Boolean
isAlwaysActive As Boolean
isEdges As Boolean
Shape As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnShape
Side As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnEllipseSide
SPAWNSHAPE_Ellipse As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnShape
SPAWNSHAPE_Line As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnShape
SPAWNSHAPE_Point As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnShape
SPAWNSHAPE_Square As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnShape
SPAWNSIDE_Both As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnEllipseSide
SPAWNSIDE_Bottom As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnEllipseSide
SPAWNSIDE_Top As com.badlogic.gdx.graphics.g2d.ParticleEmitter.SpawnEllipseSide

lgPixmap

A Pixmap represents an image in memory. It has a width and height expressed in pixels as well as a Format specifying the number and order of color components per pixel. Coordinates of pixels are specified with respect to the top left corner of the image, with the x-axis pointing to the right and the y-axis pointing downwards.

By default all methods use blending. You can disable blending with SetBlending. The DrawPixmap method will scale and stretch the source image to a target image. There either nearest neighbour or bilinear filtering can be used.

A Pixmap stores its data in native heap memory. It is mandatory to call dispose() when the pixmap is no longer needed, otherwise memory leaks will result.

Events:

None

Members:


  Blending As com.badlogic.gdx.graphics.Pixmap.Blending

  BLENDING_None As com.badlogic.gdx.graphics.Pixmap.Blending

  BLENDING_SourceOver As com.badlogic.gdx.graphics.Pixmap.Blending

  dispose

  DrawCircle (X As Int, Y As Int, Radius As Int)

  DrawLine (X As Int, Y As Int, X2 As Int, Y2 As Int)

  DrawPixel (X As Int, Y As Int)

  DrawPixel2 (X As Int, Y As Int, Color As Int)

  DrawPixmap (Pixmap As lgPixmap, X As Int, Y As Int)

  DrawPixmap2 (Pixmap As lgPixmap, X As Int, Y As Int, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int)

  DrawPixmap3 (Pixmap As lgPixmap, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int, dstX As Int, dstY As Int, dstWidth As Int, dstHeight As Int)

  DrawRectangle (X As Int, Y As Int, Width As Int, Height As Int)

  Fill

  FillCircle (X As Int, Y As Int, Radius As Int)

  FillRectangle (X As Int, Y As Int, Width As Int, Height As Int)

  FillTriangle (X1 As Int, Y1 As Int, X2 As Int, Y2 As Int, X3 As Int, Y3 As Int)

  Filter As com.badlogic.gdx.graphics.Pixmap.Filter [write only]

  FILTER_BiLinear As com.badlogic.gdx.graphics.Pixmap.Filter

  FILTER_NearestNeighbour As com.badlogic.gdx.graphics.Pixmap.Filter

  Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]

  FORMAT_Alpha As com.badlogic.gdx.graphics.Pixmap.Format

  FORMAT_Intensity As com.badlogic.gdx.graphics.Pixmap.Format

  FORMAT_LuminanceAlpha As com.badlogic.gdx.graphics.Pixmap.Format

  FORMAT_RGB565 As com.badlogic.gdx.graphics.Pixmap.Format

  FORMAT_RGB888 As com.badlogic.gdx.graphics.Pixmap.Format

  FORMAT_RGBA4444 As com.badlogic.gdx.graphics.Pixmap.Format

  FORMAT_RGBA8888 As com.badlogic.gdx.graphics.Pixmap.Format

  getPixel (X As Int, Y As Int) As Int

  GLFormat As Int [read only]

  GLInternalFormat As Int [read only]

  GLType As Int [read only]

  Height As Int [read only]

  Initialize (Width As Int, Height As Int, Format As com.badlogic.gdx.graphics.Pixmap.Format)

  InitializeWithArray (EncodedData() As Byte, Offset As Int, Len As Int)

  InitializeWithFile (File As lgFileHandle)

  InternalObject As com.badlogic.gdx.graphics.Pixmap [read only]

  Pixels() As Byte [read only]

  SetColor (Color As lgColor)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  SetColorRGBA8888 (Color As Int)

  Width As Int [read only]

Members description:

Blending As com.badlogic.gdx.graphics.Pixmap.Blending
Gets or sets the type of Blending to be used for all operations. Default is BLENDING_SourceOver.
BLENDING_None As com.badlogic.gdx.graphics.Pixmap.Blending
BLENDING_SourceOver As com.badlogic.gdx.graphics.Pixmap.Blending
dispose
Releases all resources associated with this Pixmap.
DrawCircle (X As Int, Y As Int, Radius As Int)
Draws a circle outline with the center at X,Y and a radius using the current color and stroke width.
X: The X-coordinate of the center.
Y: The Y-coordinate of the center.
Radius: The radius in pixels.
DrawLine (X As Int, Y As Int, X2 As Int, Y2 As Int)
Draws a line between the given coordinates using the currently set color.
X: The X-coordinate of the first point
Y: The Y-coordinate of the first point
X2: The X-coordinate of the second point
Y2: The Y-coordinate of the second point
DrawPixel (X As Int, Y As Int)
Draws a pixel at the given location with the current color.
DrawPixel2 (X As Int, Y As Int, Color As Int)
Draws a pixel at the given location with the given color.
DrawPixmap (Pixmap As lgPixmap, X As Int, Y As Int)
Draws an area from another Pixmap to this Pixmap.
Pixmap: The other Pixmap.
X: The target X-coordinate (top left corner).
Y: The target Y-coordinate (top left corner).
DrawPixmap2 (Pixmap As lgPixmap, X As Int, Y As Int, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int)
Draws an area from another Pixmap to this Pixmap.
Pixmap: The other Pixmap.
X: The target X-coordinate (top left corner).
Y: The target Y-coordinate (top left corner).
srcX: The source X-coordinate (top left corner).
srcY: The source Y-coordinate (top left corner).
srcWidth: The width of the area from the other Pixmap in pixels.
srcHeight: The height of the area from the other Pixmap in pixels.
DrawPixmap3 (Pixmap As lgPixmap, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int, dstX As Int, dstY As Int, dstWidth As Int, dstHeight As Int)
Draws an area from another Pixmap to this Pixmap. This will automatically scale and stretch the source image to the specified target rectangle. Set Filter to specify the type of filtering to be used (nearest neighbour or bilinear).
Pixmap: The other Pixmap.
srcX: The source X-coordinate (top left corner).
srcY: The source Y-coordinate (top left corner).
srcWidth: The width of the area from the other Pixmap in pixels.
srcHeight: The height of the area from the other Pixmap in pixels.
dstX: The target X-coordinate (top left corner).
dstY: The target Y-coordinate (top left corner).
dstWidth: The target width.
dstHeight: The target height.
DrawRectangle (X As Int, Y As Int, Width As Int, Height As Int)
Draws a rectangle outline starting at X,Y extending by width to the right and by height downwards (Y-axis points downwards) using the current color.
X: The X coordinate.
Y: The Y coordinate.
Width: The width in pixels.
Height: The height in pixels.
Fill
Fills the complete bitmap with the currently set color.
FillCircle (X As Int, Y As Int, Radius As Int)
Fills a circle with the center at X,Y and a radius using the current color.
X: The X-coordinate of the center.
Y: The Y-coordinate of the center.
Radius: The radius in pixels.
FillRectangle (X As Int, Y As Int, Width As Int, Height As Int)
Fills a rectangle starting at X, Y extending by width to the right and by height downwards (Y-axis points downwards) using the current color.
X: The X coordinate.
Y: The Y coordinate.
Width: The width in pixels.
Height: The height in pixels.
FillTriangle (X1 As Int, Y1 As Int, X2 As Int, Y2 As Int, X3 As Int, Y3 As Int)
Fills a triangle with vertices at X1,Y1 and X2,Y2 and X3,Y3 using the current color.
Filter As com.badlogic.gdx.graphics.Pixmap.Filter [write only]
Sets the type of interpolation Filter to be used in conjunction with DrawPixmap3.
FILTER_BiLinear As com.badlogic.gdx.graphics.Pixmap.Filter
FILTER_NearestNeighbour As com.badlogic.gdx.graphics.Pixmap.Filter
Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]
Returns the Format of this Pixmap.
FORMAT_Alpha As com.badlogic.gdx.graphics.Pixmap.Format
FORMAT_Intensity As com.badlogic.gdx.graphics.Pixmap.Format
FORMAT_LuminanceAlpha As com.badlogic.gdx.graphics.Pixmap.Format
FORMAT_RGB565 As com.badlogic.gdx.graphics.Pixmap.Format
FORMAT_RGB888 As com.badlogic.gdx.graphics.Pixmap.Format
FORMAT_RGBA4444 As com.badlogic.gdx.graphics.Pixmap.Format
FORMAT_RGBA8888 As com.badlogic.gdx.graphics.Pixmap.Format
getPixel (X As Int, Y As Int) As Int
Returns the 32-bit RGBA8888 value of the pixel at X, Y. For Alpha formats the RGB components will be one.
GLFormat As Int [read only]
Returns the OpenGL ES format of this Pixmap. Used as the seventh parameter to glTexImage2D.
GLInternalFormat As Int [read only]
Returns the OpenGL ES format of this Pixmap. Used as the third parameter to glTexImage2D.
GLType As Int [read only]
Returns the OpenGL ES type of this Pixmap. Used as the eighth parameter to glTexImage2D.
Height As Int [read only]
Returns the height of the Pixmap in pixels.
Initialize (Width As Int, Height As Int, Format As com.badlogic.gdx.graphics.Pixmap.Format)
Creates a new Pixmap instance with the given width, height and format.
Width: The width in pixels
Height: The height in pixels
Format: One of the Format constants.
InitializeWithArray (EncodedData() As Byte, Offset As Int, Len As Int)
Creates a new Pixmap instance from the given encoded image data. The image can be encoded as JPEG, PNG or BMP.
InitializeWithFile (File As lgFileHandle)
Creates a new Pixmap instance from the given file. The file must be a Png, Jpeg or Bitmap. Paletted formats are not supported.
InternalObject As com.badlogic.gdx.graphics.Pixmap [read only]
Pixels() As Byte [read only]
Returns the direct ByteBuffer holding the pixel data. For the format Alpha each value is encoded as a byte. For the format LuminanceAlpha the luminance is the first byte and the alpha is the second byte of the pixel. For the formats RGB888 and RGBA8888 the color components are stored in a single byte each in the order red, green, blue (alpha). For the formats RGB565 and RGBA4444 the pixel colors are stored in shorts in machine dependent order.
SetColor (Color As lgColor)
Sets the color for the following drawing operations.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
Sets the color for the following drawing operations.
R: Red, from 0 to 1
G: Green, from 0 to 1
B: Blue, from 0 to 1
A: Alpha, from 0 to 1
SetColorRGBA8888 (Color As Int)
Sets the color, encoded as RGBA8888, for the following drawing operations.
Width As Int [read only]
Returns the width of the Pixmap in pixels.

lgPixmapIO

Writes Pixmaps to various formats.

Events:

None

Members:


  ReadCIM (File As lgFileHandle) As lgPixmap

  WriteCIM (File As lgFileHandle, Pixmap As lgPixmap)

  WritePNG (File As lgFileHandle, Pixmap As lgPixmap)

Members description:

ReadCIM (File As lgFileHandle) As lgPixmap
Reads the Pixmap from the given file, assuming the Pixmap was written with the WriteCIM function.
Throws a GdxRuntimeException in case the file couldn't be read.
WriteCIM (File As lgFileHandle, Pixmap As lgPixmap)
Writes the Pixmap to the given file using a custom compression scheme. First three integers define the width, height and format, remaining bytes are zlib compressed pixels.
To be able to load the Pixmap to a Texture, use ".cim" as the file suffix!
Throws a GdxRuntimeException in case the Pixmap couldn't be written to the file.
WritePNG (File As lgFileHandle, Pixmap As lgPixmap)
Writes the pixmap as a PNG. Note this method uses quite a bit of working memory. WriteCIM is faster if the file does not need to be read outside of libGDX.

lgPixmapPacker

Packs {@link Pixmap} instances into one more more {@link Page} instances to generate an atlas of Pixmap instances. Provides
means to directly convert the pixmap atlas to a {@link TextureAtlas}. The packer supports padding and border pixel duplication,
specified during construction. The packer supports incremental inserts and updates of TextureAtlases generated with this
class.



All methods except {@link #getPage(String)} and {@link #getPages()} are thread safe. The methods
{@link #generateTextureAtlas(TextureFilter, TextureFilter, boolean)} and
{@link #updateTextureAtlas(TextureAtlas, TextureFilter, TextureFilter, boolean)} need to be called on the rendering thread, all
other methods can be called from any thread.



One-off usage:


// 512x512 pixel pages, RGB565 format, 2 pixels of padding, border duplication
PixmapPacker packer = new PixmapPacker(512, 512, Format.RGB565, 2, true);
packer.pack("First Pixmap", pixmap1);
packer.pack("Second Pixmap", pixmap2);
TextureAtlas altas = packer.generateTextureAtlas(TextureFilter.Nearest, TextureFilter.Nearest);


Note that you should not dispose the packer in this usage pattern. Instead, dispose the TextureAtlas if no longer needed.

Incremental usage:


// 512x512 pixel pages, RGB565 format, 2 pixels of padding, no border duplication
PixmapPacker packer = new PixmapPacker(512, 512, Format.RGB565, 2, false);
TextureAtlas incrementalAtlas = new TextureAtlas();

// potentially on a separate thread, e.g. downloading thumbnails
packer.pack("thumbnail", thumbnail);

// on the rendering thread, every frame
packer.updateTextureAtlas(incrementalAtlas, TextureFilter.Linear, TextureFilter.Linear);

// once the atlas is no longer needed, make sure you get the final additions. This might
// be more elaborate depending on your threading model.
packer.updateTextureAtlas(incrementalAtlas, TextureFilter.Linear, TextureFilter.Linear);
incrementalAtlas.dispose();


Pixmap-only usage:


PixmapPacker packer = new PixmapPacker(512, 512, Format.RGB565, 2, true);
packer.pack("First Pixmap", pixmap1);
packer.pack("Second Pixmap", pixmap2);

// do something interesting with the resulting pages
for (Page page : packer.getPages()) {
}

// dispose of the packer in this case
packer.dispose();

Events:

None

Members:


  dispose

  DuplicateBorder As Boolean [read only]

  GenerateTextureAtlas (MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, UseMipMaps As Boolean) As lgTextureAtlas

  GetPage (name As String) As lgPixmapPackerPage

  GetPageIndex (name As String) As Int

  GetRect (name As String) As lgMathRectangle

  Pack (Name As String, Image As lgPixmap) As lgMathRectangle

  Padding As Int [read only]

  PageHeight As Int [read only]

  PageWidth As Int [read only]

  UpdateTextureAtlas (Atlas As lgTextureAtlas, MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, UseMipMaps As Boolean)

Members description:

dispose
Disposes all resources, including Pixmap instances for the pages created so far. These Pixmap instances are shared with any TextureAtlas generated or updated by either GenerateTextureAtlas or UpdateTextureAtlas.
Do not call this method if you generated or updated a TextureAtlas, instead dispose the TextureAtlas.
DuplicateBorder As Boolean [read only]
GenerateTextureAtlas (MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, UseMipMaps As Boolean) As lgTextureAtlas
Generates a new TextureAtlas from the Pixmap instances inserted so far.
GetPage (name As String) As lgPixmapPackerPage
Returns the page the image is stored in or null.
name: the name of the image.
GetPageIndex (name As String) As Int
Returns the index of the page containing the given packed rectangle, or -1.
name: the name of the image
GetRect (name As String) As lgMathRectangle
Returns the rectangle for the image in the page it's stored in or null.
name: the name of the image.
Pack (Name As String, Image As lgPixmap) As lgMathRectangle
Inserts the given Pixmap. You can later on retrieve the images position in the output image via the supplied name and the function GetRect.
Returns a Rectangle describing the area the pixmap was rendered to or null.
Throws RuntimeException in case the image did not fit due to the page size being too small or providing a duplicate name.
Padding As Int [read only]
PageHeight As Int [read only]
PageWidth As Int [read only]
UpdateTextureAtlas (Atlas As lgTextureAtlas, MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, UseMipMaps As Boolean)
Updates the given TextureAtlas, adding any new Pixmap instances packed since the last call to this function.
This can be used to insert Pixmap instances on a separate thread via Pack and update the TextureAtlas on the rendering thread.
This function must be called on the rendering thread.

lgPixmapPackerPage


Events:

None

Members:


  Pixmap As lgPixmap [read only]

Members description:

Pixmap As lgPixmap [read only]

lgPixmapTextureData


Events:

None

Members:


  consumeCompressedData

  consumePixmap As lgPixmap

  DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType

  disposePixmap As Boolean

  Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]

  Height As Int [read only]

  Initialize (Pixmap As lgPixmap, Format As com.badlogic.gdx.graphics.Pixmap.Format, UseMipMaps As Boolean, DisposePixmap As Boolean)

  isManaged As Boolean

  isPrepared As Boolean

  prepare

  Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]

  useMipMaps As Boolean

  Width As Int [read only]

Members description:

consumeCompressedData
Uploads the pixel data to the OpenGL ES texture. The caller must bind an OpenGL ES texture. A call to Prepare must preceed a call to this method.
consumePixmap As lgPixmap
Returns the Pixmap for upload by Texture. A call to Prepare must preceed a call to this method. Any internal datastructures created in Prepare should be disposed of here.
DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType
disposePixmap As Boolean
Returns whether the caller of ConsumePixmap should dispose the Pixmap returned by ConsumePixmap.
Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]
Height As Int [read only]
Initialize (Pixmap As lgPixmap, Format As com.badlogic.gdx.graphics.Pixmap.Format, UseMipMaps As Boolean, DisposePixmap As Boolean)
isManaged As Boolean
Returns whether this implementation can cope with a EGL context loss.
isPrepared As Boolean
Returns whether the TextureData is prepared or not.
prepare
Prepares the TextureData for a call to ConsumePixmap or ConsumeCompressedData. This method can be called from a non OpenGL thread and should thus not interact with OpenGL.
Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]
useMipMaps As Boolean
Returns whether to generate mipmaps or not.
Width As Int [read only]

lgPolygonRegion


Events:

None

Members:


  Initialize (Region As lgTextureRegion, File As lgFileHandle)

  Initialize2 (Region As lgTextureRegion, Vertices() As Float, Triangles() As Short)

  InternalObject As com.badlogic.gdx.graphics.g2d.PolygonRegion [read only]

  Region As lgTextureRegion [read only]

  TextureCoords() As Float [read only]

  Triangles() As Short [read only]

  Vertices() As Float [read only]

Members description:

Initialize (Region As lgTextureRegion, File As lgFileHandle)
Loads a PolygonRegion from a PSH (Polygon SHape) file. The PSH file format defines the polygon vertices before triangulation. Lines not prefixed with "s" are ignored.
PSH files can be created with external tools, e.g.: https://code.google.com/p/libgdx-polygoneditor/
Initialize2 (Region As lgTextureRegion, Vertices() As Float, Triangles() As Short)
Creates a PolygonRegion with the specified vertices and triangles.
InternalObject As com.badlogic.gdx.graphics.g2d.PolygonRegion [read only]
Region As lgTextureRegion [read only]
TextureCoords() As Float [read only]
Triangles() As Short [read only]
Vertices() As Float [read only]

lgPolygonSprite


Events:

None

Members:


  BoundingRectangle As lgMathRectangle [read only]

  Color As lgColor

  Draw (PSpriteBatch As lgPolygonSpriteBatch)

  DrawAlpha (PSpriteBatch As lgPolygonSpriteBatch, AlphaModulation As Float)

  Height As Float [read only]

  InitializeWithRegion (Region As lgPolygonRegion)

  InitializeWithSprite (PolygonSprite As lgPolygonSprite)

  InternalObject As com.badlogic.gdx.graphics.g2d.PolygonSprite [read only]

  OriginX As Float [read only]

  OriginY As Float [read only]

  Rotate (Degrees As Float)

  Rotation As Float

  Scale (Amount As Float)

  ScaleX As Float [read only]

  ScaleY As Float [read only]

  Set (PolygonSprite As lgPolygonSprite)

  SetBounds (X As Float, Y As Float, Width As Float, Height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  SetOrigin (originX As Float, originY As Float)

  SetPosition (X As Float, Y As Float)

  SetRegion (Region As lgPolygonRegion)

  SetScale (scaleX As Float, scaleY As Float)

  SetSize (Width As Float, Height As Float)

  Translate (xAmount As Float, yAmount As Float)

  TranslateX (xAmount As Float)

  TranslateY (yAmount As Float)

  Vertices() As Float [read only]

  Width As Float [read only]

  X As Float

  Y As Float

Members description:

BoundingRectangle As lgMathRectangle [read only]
Returns the bounding axis aligned Rectangle that bounds this sprite. The rectangles x and y coordinates describe its bottom left corner. If you change the position or size of the sprite, you have to fetch the triangle again for it to be recomputed.
Color As lgColor
Gets or sets the color used to tint this sprite. Default is White.
Draw (PSpriteBatch As lgPolygonSpriteBatch)
DrawAlpha (PSpriteBatch As lgPolygonSpriteBatch, AlphaModulation As Float)
Height As Float [read only]
InitializeWithRegion (Region As lgPolygonRegion)
InitializeWithSprite (PolygonSprite As lgPolygonSprite)
Creates a sprite that is a copy in every way of the specified sprite.
InternalObject As com.badlogic.gdx.graphics.g2d.PolygonSprite [read only]
OriginX As Float [read only]
OriginY As Float [read only]
Rotate (Degrees As Float)
Sets the sprite's rotation relative to the current rotation.
Rotation As Float
Scale (Amount As Float)
Sets the sprite's scale relative to the current scale.
ScaleX As Float [read only]
ScaleY As Float [read only]
Set (PolygonSprite As lgPolygonSprite)
SetBounds (X As Float, Y As Float, Width As Float, Height As Float)
Sets the position and size of the sprite when drawn, before scaling and rotation are applied. If origin, rotation, or scale are changed, it is slightly more efficient to set the bounds after those operations.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
Sets the color of this sprite.
R: Red, from 0 to 1
G: Green, from 0 to 1
B: Blue, from 0 to 1
A: Alpha, from 0 to 1
SetOrigin (originX As Float, originY As Float)
Sets the origin in relation to the sprite's position for scaling and rotation.
SetPosition (X As Float, Y As Float)
Sets the position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to set the position after those operations. If both position and size are to be changed, it is better to use SetBounds.
SetRegion (Region As lgPolygonRegion)
SetScale (scaleX As Float, scaleY As Float)
SetSize (Width As Float, Height As Float)
Sets the size of the sprite when drawn, before scaling and rotation are applied. If origin, rotation, or scale are changed, it is slightly more efficient to set the size after those operations. If both position and size are to be changed, it is better to use SetBounds.
Translate (xAmount As Float, yAmount As Float)
Sets the position relative to the current position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to translate after those operations.
TranslateX (xAmount As Float)
Sets the X position relative to the current position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to translate after those operations.
TranslateY (yAmount As Float)
Sets the Y position relative to the current position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to translate after those operations.
Vertices() As Float [read only]
Returns the packed vertices, colors, and texture coordinates for this sprite.
Width As Float [read only]
X As Float
Gets or sets the X position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to set the position after those operations. If both position and size are to be changed, it is better to use SetBounds.
Y As Float
Gets or sets the Y position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to set the position after those operations. If both position and size are to be changed, it is better to use SetBounds.

lgPolygonSpriteBatch


Events:

None

Members:


  Begin

  Color As lgColor

  CreateDefaultShader As lgShaderProgram

  DisableBlending

  dispose

  DrawPolygon (Texture As lgTexture, PolygonVertices() As Float, VerticesOffset As Int, VerticesCount As Int, PolygonTriangles() As Short, TrianglesOffset As Int, TrianglesCount As Int)

  DrawRegion (Region As lgPolygonRegion, X As Float, Y As Float)

  DrawRegion2 (Region As lgPolygonRegion, X As Float, Y As Float, Width As Float, Height As Float)

  DrawRegion3 (Region As lgPolygonRegion, X As Float, Y As Float, OriginX As Float, OriginY As Float, Width As Float, Height As Float, ScaleX As Float, ScaleY As Float, Rotation As Float)

  EnableBlending

  End

  Flush

  Initialize

  Initialize2 (Size As Int)

  Initialize3 (Size As Int, DefaultShader As lgShaderProgram)

  InternalObject As com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch [read only]

  IsBlendingEnabled As Boolean

  MaxTrianglesInBatch As Int [read only]

  ProjectionMatrix As lgMathMatrix4

  RenderCalls As Int [read only]

  SetBlendFunction (srcFunc As Int, dstFunc As Int)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  Shader As lgShaderProgram [write only]

  TotalRenderCalls As Int [read only]

  TransformMatrix As lgMathMatrix4

Members description:

Begin
Sets up the PolygonSpriteBatch for drawing. This will disable depth buffer writing. It enables blending and texturing. If you have more texture units enabled than the first one you have to disable them before calling this. Uses a screen coordinate system by default where everything is given in pixels. You can specify your own projection and modelview matrices via ProjectionMatrix and TransformMatrix.
Color As lgColor
Gets or sets the color used to tint images when they are added to the PolygonSpriteBatch. Default is White.
CreateDefaultShader As lgShaderProgram
Returns a new instance of the default shader used by PolygonSpriteBatch for GL2 when no shader is specified.
DisableBlending
Disables blending. Calling this within Begin/End will flush the batch.
dispose
Disposes all resources associated with this PolygonSpriteBatch.
DrawPolygon (Texture As lgTexture, PolygonVertices() As Float, VerticesOffset As Int, VerticesCount As Int, PolygonTriangles() As Short, TrianglesOffset As Int, TrianglesCount As Int)
Draws the polygon using the given vertices and triangles. Each vertices must be made up of 5 elements in this order: x, y, color, u, v.
DrawRegion (Region As lgPolygonRegion, X As Float, Y As Float)
Draws a polygon region with the bottom left corner at X,Y having the width and height of the region.
DrawRegion2 (Region As lgPolygonRegion, X As Float, Y As Float, Width As Float, Height As Float)
Draws a polygon region with the bottom left corner at X,Y and stretching the region to cover the given width and height.
DrawRegion3 (Region As lgPolygonRegion, X As Float, Y As Float, OriginX As Float, OriginY As Float, Width As Float, Height As Float, ScaleX As Float, ScaleY As Float, Rotation As Float)
Draws a polygon region with the bottom left corner at X,Y and stretching the region to cover the given width and height. The polygon region is offset by OriginX, OriginY relative to the origin. Scale specifies the scaling factor by which the polygon region should be scaled around OriginX, OriginY. Rotation specifies the angle of counter clockwise rotation of the rectangle around OriginX, OriginY.
EnableBlending
Enables blending. Calling this within Begin/End will flush the batch.
End
Finishes off rendering. Enables depth writes, disables blending and texturing. Must always be called after a call to Begin.
Flush
Causes any pending polygons to be rendered, without ending the PolygonSpriteBatch.
Initialize
Constructs a new PolygonSpriteBatch with a default size of 2000, the default shader (if GL2), and one buffer. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with respect to the current screen resolution.
Initialize2 (Size As Int)
Constructs a PolygonSpriteBatch with the specified size, the default shader (if GL2), and one buffer.
Size: The max number of vertices and number of triangles in a single batch. Max of 10920.
Initialize3 (Size As Int, DefaultShader As lgShaderProgram)
Constructs a PolygonSpriteBatch with the specified size and shader.
Size: The max number of vertices and number of triangles in a single batch. Max of 10920.
DefaultShader: The default shader to use. This is not owned by the PolygonSpriteBatch and must be disposed separately.
InternalObject As com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch [read only]
IsBlendingEnabled As Boolean
Returns whether blending is enabled.
MaxTrianglesInBatch As Int [read only]
Returns the maximum number of triangles rendered in one batch so far.
ProjectionMatrix As lgMathMatrix4
Gets or sets the projection matrix to be used by this PolygonSpriteBatch. If this is called inside a Begin/End block, the current batch is flushed to the GPU.
RenderCalls As Int [read only]
Returns the number of render calls since the last Begin.
SetBlendFunction (srcFunc As Int, dstFunc As Int)
Sets the blending function to be used when rendering polygons.
srcFunc: The source function, e.g. GL10_SRC_ALPHA. If set to -1, PolygonSpriteBatch won't change the blending function.
dstFunc: The destination function, e.g. GL10_ONE_MINUS_SRC_ALPHA
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
Sets the color used to tint images when they are added to the PolygonSpriteBatch. Default is White.
R: Red, from 0 to 1
G: Green, from 0 to 1
B: Blue, from 0 to 1
A: Alpha, from 0 to 1
Shader As lgShaderProgram [write only]
Sets the shader to be used in a GL ES 2.0 environment. The vertex position attribute is called "a_position",
the texture coordinates attribute is called "a_texCoord0" and the color attribute is called "a_color". See the
lgShaderProgram.ATTRIBUTE constants. The texture coordinates attribute gets "0" appended to indicate the use
of the first texture unit. The combined transform and projection matrix is uploaded via a mat4 uniform called
"u_projTrans". The texture sampler is passed via a uniform called "u_texture".
This function will flush the batch before setting the new shader, so you can call it between Begin and End.
TotalRenderCalls As Int [read only]
Returns the number of rendering calls ever. Will not be reset.
TransformMatrix As lgMathMatrix4
Gets or sets the transform matrix to be used by this PolygonSpriteBatch. If this is called inside a Begin/End block, the current batch is flushed to the GPU.

lgScissorStack


Events:

None

Members:


  CalculateScissors (Camera As lgOrthographicCamera, BatchTransform As lgMathMatrix4, Area As lgMathRectangle, Scissor As lgMathRectangle)

  PopScissors As lgMathRectangle

  PushScissors (Scissor As lgMathRectangle) As Boolean

  toWindowCoordinates (Camera As lgOrthographicCamera, TransformMatrix As lgMathMatrix4, Point As lgMathVector2)

  Viewport As lgMathRectangle [read only]

Members description:

CalculateScissors (Camera As lgOrthographicCamera, BatchTransform As lgMathMatrix4, Area As lgMathRectangle, Scissor As lgMathRectangle)
Calculates a scissor rectangle in OpenGL ES window coordinates from a Camera, a transformation Matrix4 and an axis aligned Rectangle. The rectangle will get transformed by the camera and transform matrices and is then projected to screen coordinates. Note that only axis aligned rectangles will work with this method. If either the Camera or the Matrix4 have rotational components, the output of this method will not be suitable for GLCommon.glScissor.
camera: the Camera
batchTransform: the transformation Matrix4
area: the Rectangle to transform to window coordinates
scissor: the Rectangle to store the result in
PopScissors As lgMathRectangle
Pops the current scissor rectangle from the stack and sets the new scissor area to the new top of stack rectangle. In case no more rectangles are on the stack, GL10_SCISSOR_TEST is disabled.
PushScissors (Scissor As lgMathRectangle) As Boolean
Pushes a new scissor Rectangle onto the stack, merging it with the current top of the stack. The minimal area of overlap between the top of stack rectangle and the provided rectangle is pushed onto the stack. This will invoke GLCommon.glScissor with the final top of stack rectangle. In case no scissor is yet on the stack this will also enable GL10_SCISSOR_TEST automatically.
Returns True if the scissors were pushed, False if the scissor area was zero, in this case the scissors were not pushed and no drawing should occur.
toWindowCoordinates (Camera As lgOrthographicCamera, TransformMatrix As lgMathMatrix4, Point As lgMathVector2)
Transforms a point to real window coordinates (as opposed to OpenGL ES window coordinates), where the origin is in the top left and the the y-axis is pointing downwards.
camera: the Camera
transformMatrix: the transformation Matrix4
point: the point to be transformed.
Viewport As lgMathRectangle [read only]
Returns the current viewport in OpenGL ES window coordinates based on the currently applied scissor.

lgScn2DAction

Actions attach to an {@link Actor} and perform some task, often over time.

Events:

None

Members:


  Actor As lgScn2DActor [read only]

  restart

  toString As String

Members description:

Actor As lgScn2DActor [read only]
Returns the actor this action is used for, or Null if the action is not attached to an actor.
restart
Sets the state of the action so it can be run again.
toString As String

lgScn2DActions

Static convenience methods for using pooled actions, intended for static import.

Events:

None

Members:


  AddActionToActor (action As lgScn2DAction, targetActor As lgScn2DActor) As com.badlogic.gdx.scenes.scene2d.actions.AddAction

  AddListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener, capture As Boolean) As com.badlogic.gdx.scenes.scene2d.actions.AddListenerAction

  AddListener2 (listener As com.badlogic.gdx.scenes.scene2d.EventListener, capture As Boolean, targetActor As lgScn2DActor) As com.badlogic.gdx.scenes.scene2d.actions.AddListenerAction

  After (action As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.AfterAction

  Alpha (a As Float) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction

  Alpha2 (a As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction

  Alpha3 (a As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction

  CallSub (SubName As String, Parameter As Object) As com.badlogic.gdx.scenes.scene2d.actions.RunnableAction

  Color (color As lgColor) As com.badlogic.gdx.scenes.scene2d.actions.ColorAction

  Color2 (color As lgColor, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.ColorAction

  Color3 (color As lgColor, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.ColorAction

  Delay (duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.DelayAction

  Delay2 (duration As Float, delayedAction As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.DelayAction

  FadeIn (duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction

  FadeIn2 (duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction

  FadeOut (duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction

  FadeOut2 (duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction

  Forever (repeatedAction As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.RepeatAction

  Hide As com.badlogic.gdx.scenes.scene2d.actions.VisibleAction

  MoveBy (amountX As Float, amountY As Float) As com.badlogic.gdx.scenes.scene2d.actions.MoveByAction

  MoveBy2 (amountX As Float, amountY As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.MoveByAction

  MoveBy3 (amountX As Float, amountY As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.MoveByAction

  MoveTo (x As Float, y As Float) As com.badlogic.gdx.scenes.scene2d.actions.MoveToAction

  MoveTo2 (x As Float, y As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.MoveToAction

  MoveTo3 (x As Float, y As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.MoveToAction

  Parallel (actions() As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.ParallelAction

  Parallel2 (action1 As lgScn2DAction, action2 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.ParallelAction

  Parallel3 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.ParallelAction

  Parallel4 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction, action4 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.ParallelAction

  Parallel5 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction, action4 As lgScn2DAction, action5 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.ParallelAction

  RemoveActionFromActor (action As lgScn2DAction, targetActor As lgScn2DActor) As com.badlogic.gdx.scenes.scene2d.actions.RemoveAction

  removeActor As com.badlogic.gdx.scenes.scene2d.actions.RemoveActorAction

  RemoveActor2 (removeActor As lgScn2DActor) As com.badlogic.gdx.scenes.scene2d.actions.RemoveActorAction

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener, capture As Boolean) As com.badlogic.gdx.scenes.scene2d.actions.RemoveListenerAction

  RemoveListener2 (listener As com.badlogic.gdx.scenes.scene2d.EventListener, capture As Boolean, targetActor As lgScn2DActor) As com.badlogic.gdx.scenes.scene2d.actions.RemoveListenerAction

  Repeat (count As Int, repeatedAction As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.RepeatAction

  RotateBy (rotationAmount As Float) As com.badlogic.gdx.scenes.scene2d.actions.RotateByAction

  RotateBy2 (rotationAmount As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.RotateByAction

  RotateBy3 (rotationAmount As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.RotateByAction

  RotateTo (rotation As Float) As com.badlogic.gdx.scenes.scene2d.actions.RotateToAction

  RotateTo2 (rotation As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.RotateToAction

  RotateTo3 (rotation As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.RotateToAction

  ScaleBy (amountX As Float, amountY As Float) As com.badlogic.gdx.scenes.scene2d.actions.ScaleByAction

  ScaleBy2 (amountX As Float, amountY As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.ScaleByAction

  ScaleBy3 (amountX As Float, amountY As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.ScaleByAction

  ScaleTo (x As Float, y As Float) As com.badlogic.gdx.scenes.scene2d.actions.ScaleToAction

  ScaleTo2 (x As Float, y As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.ScaleToAction

  ScaleTo3 (x As Float, y As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.ScaleToAction

  Sequence (actions() As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.SequenceAction

  Sequence2 (action1 As lgScn2DAction, action2 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.SequenceAction

  Sequence3 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.SequenceAction

  Sequence4 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction, action4 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.SequenceAction

  Sequence5 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction, action4 As lgScn2DAction, action5 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.SequenceAction

  Show As com.badlogic.gdx.scenes.scene2d.actions.VisibleAction

  SizeBy (amountX As Float, amountY As Float) As com.badlogic.gdx.scenes.scene2d.actions.SizeByAction

  SizeBy2 (amountX As Float, amountY As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.SizeByAction

  SizeBy3 (amountX As Float, amountY As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.SizeByAction

  SizeTo (x As Float, y As Float) As com.badlogic.gdx.scenes.scene2d.actions.SizeToAction

  SizeTo2 (x As Float, y As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.SizeToAction

  SizeTo3 (x As Float, y As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.SizeToAction

  TimeScale (scale As Float, scaledAction As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.TimeScaleAction

  Touchable (touchable As com.badlogic.gdx.scenes.scene2d.Touchable) As com.badlogic.gdx.scenes.scene2d.actions.TouchableAction

  Visible (visible As Boolean) As com.badlogic.gdx.scenes.scene2d.actions.VisibleAction

Members description:

AddActionToActor (action As lgScn2DAction, targetActor As lgScn2DActor) As com.badlogic.gdx.scenes.scene2d.actions.AddAction
AddListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener, capture As Boolean) As com.badlogic.gdx.scenes.scene2d.actions.AddListenerAction
AddListener2 (listener As com.badlogic.gdx.scenes.scene2d.EventListener, capture As Boolean, targetActor As lgScn2DActor) As com.badlogic.gdx.scenes.scene2d.actions.AddListenerAction
After (action As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.AfterAction
Alpha (a As Float) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction
Sets the actor's alpha instantly.
Alpha2 (a As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction
Transitions from the alpha at the time this action starts to the specified alpha.
Alpha3 (a As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction
Transitions from the alpha at the time this action starts to the specified alpha.
CallSub (SubName As String, Parameter As Object) As com.badlogic.gdx.scenes.scene2d.actions.RunnableAction
Color (color As lgColor) As com.badlogic.gdx.scenes.scene2d.actions.ColorAction
Sets the actor's color instantly.
Color2 (color As lgColor, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.ColorAction
Transitions from the color at the time this action starts to the specified color.
Color3 (color As lgColor, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.ColorAction
Transitions from the color at the time this action starts to the specified color.
Delay (duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.DelayAction
Delay2 (duration As Float, delayedAction As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.DelayAction
FadeIn (duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction
Transitions from the alpha at the time this action starts to an alpha of 1.
FadeIn2 (duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction
Transitions from the alpha at the time this action starts to an alpha of 1.
FadeOut (duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction
Transitions from the alpha at the time this action starts to an alpha of 0.
FadeOut2 (duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.AlphaAction
Transitions from the alpha at the time this action starts to an alpha of 0.
Forever (repeatedAction As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.RepeatAction
Hide As com.badlogic.gdx.scenes.scene2d.actions.VisibleAction
MoveBy (amountX As Float, amountY As Float) As com.badlogic.gdx.scenes.scene2d.actions.MoveByAction
Moves the actor instantly.
MoveBy2 (amountX As Float, amountY As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.MoveByAction
MoveBy3 (amountX As Float, amountY As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.MoveByAction
MoveTo (x As Float, y As Float) As com.badlogic.gdx.scenes.scene2d.actions.MoveToAction
Moves the actor instantly.
MoveTo2 (x As Float, y As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.MoveToAction
MoveTo3 (x As Float, y As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.MoveToAction
Parallel (actions() As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.ParallelAction
Parallel2 (action1 As lgScn2DAction, action2 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.ParallelAction
Parallel3 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.ParallelAction
Parallel4 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction, action4 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.ParallelAction
Parallel5 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction, action4 As lgScn2DAction, action5 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.ParallelAction
RemoveActionFromActor (action As lgScn2DAction, targetActor As lgScn2DActor) As com.badlogic.gdx.scenes.scene2d.actions.RemoveAction
removeActor As com.badlogic.gdx.scenes.scene2d.actions.RemoveActorAction
RemoveActor2 (removeActor As lgScn2DActor) As com.badlogic.gdx.scenes.scene2d.actions.RemoveActorAction
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener, capture As Boolean) As com.badlogic.gdx.scenes.scene2d.actions.RemoveListenerAction
RemoveListener2 (listener As com.badlogic.gdx.scenes.scene2d.EventListener, capture As Boolean, targetActor As lgScn2DActor) As com.badlogic.gdx.scenes.scene2d.actions.RemoveListenerAction
Repeat (count As Int, repeatedAction As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.RepeatAction
RotateBy (rotationAmount As Float) As com.badlogic.gdx.scenes.scene2d.actions.RotateByAction
Rotates the actor instantly.
RotateBy2 (rotationAmount As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.RotateByAction
RotateBy3 (rotationAmount As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.RotateByAction
RotateTo (rotation As Float) As com.badlogic.gdx.scenes.scene2d.actions.RotateToAction
Rotates the actor instantly.
RotateTo2 (rotation As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.RotateToAction
RotateTo3 (rotation As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.RotateToAction
ScaleBy (amountX As Float, amountY As Float) As com.badlogic.gdx.scenes.scene2d.actions.ScaleByAction
Scales the actor instantly.
ScaleBy2 (amountX As Float, amountY As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.ScaleByAction
ScaleBy3 (amountX As Float, amountY As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.ScaleByAction
ScaleTo (x As Float, y As Float) As com.badlogic.gdx.scenes.scene2d.actions.ScaleToAction
Scales the actor instantly.
ScaleTo2 (x As Float, y As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.ScaleToAction
ScaleTo3 (x As Float, y As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.ScaleToAction
Sequence (actions() As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.SequenceAction
Sequence2 (action1 As lgScn2DAction, action2 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.SequenceAction
Sequence3 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.SequenceAction
Sequence4 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction, action4 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.SequenceAction
Sequence5 (action1 As lgScn2DAction, action2 As lgScn2DAction, action3 As lgScn2DAction, action4 As lgScn2DAction, action5 As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.SequenceAction
Show As com.badlogic.gdx.scenes.scene2d.actions.VisibleAction
SizeBy (amountX As Float, amountY As Float) As com.badlogic.gdx.scenes.scene2d.actions.SizeByAction
Sizes the actor instantly.
SizeBy2 (amountX As Float, amountY As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.SizeByAction
SizeBy3 (amountX As Float, amountY As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.SizeByAction
SizeTo (x As Float, y As Float) As com.badlogic.gdx.scenes.scene2d.actions.SizeToAction
Sizes the actor instantly.
SizeTo2 (x As Float, y As Float, duration As Float) As com.badlogic.gdx.scenes.scene2d.actions.SizeToAction
SizeTo3 (x As Float, y As Float, duration As Float, interpolation As lgMathInterpolation) As com.badlogic.gdx.scenes.scene2d.actions.SizeToAction
TimeScale (scale As Float, scaledAction As lgScn2DAction) As com.badlogic.gdx.scenes.scene2d.actions.TimeScaleAction
Touchable (touchable As com.badlogic.gdx.scenes.scene2d.Touchable) As com.badlogic.gdx.scenes.scene2d.actions.TouchableAction
Visible (visible As Boolean) As com.badlogic.gdx.scenes.scene2d.actions.VisibleAction

lgScn2DActor

2D scene graph node. An actor has a position, rectangular size, origin, scale, rotation, Z index, and color. The position
corresponds to the unrotated, unscaled bottom left corner of the actor. The position is relative to the actor's parent. The
origin is relative to the position and is used for scale and rotation.


An actor has a list of in-progress {@link Action actions} that are applied to the actor (over time). These are generally used to
change the presentation of the actor (moving it, resizing it, etc). See {@link #act(float)} and {@link Action}.


An actor has two kinds of listeners associated with it: "capture" and regular. The listeners are notified of events the actor
or its children receive. The capture listeners are designed to allow a parent or container actor to hide events from child
actors. The regular listeners are designed to allow an actor to respond to events that have been delivered. See {@link #fire}
for more details.


An {@link InputListener} can receive all the basic input events, and more complex listeners (like {@link ClickListener} and
{@link ActorGestureListener}) can listen for and combine primitive events and recognize complex interactions like multi-click
or pinch.

Events:

Act(Delta As Float)
Draw(SpriteBatch As lgSpriteBatch, ParentAlpha As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  clear

  clearActions

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetCaptureListenersList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (EvtPrefix As String)

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  Name As String

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  translate (x As Float, y As Float)

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
clear
Removes all actions and listeners on this actor.
clearActions
Removes all actions on this actor.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Raises the Draw event to draw the actor. Typically this is called each frame by the Draw function of the actor's parent.
lgSpriteBatch.Begin has already been called. The SpriteBatch is configured to draw in the parent's coordinate system.
ParentAlpha: Should be multiplied with the actor's alpha, allowing a parent's alpha to affect all children.
Example:
Sub MyActor_Draw(SpriteBatch As lgSpriteBatch, ParentAlpha As Float)
  Dim Actor As lgScn2DActor = Sender
  SpriteBatch.SetColorRGBA(Actor.Color.R, Actor.Color.G, Actor.Color.B, Actor.Color.A * ParentAlpha)
  SpriteBatch.DrawRegion3(MyTexRegion, Actor.X, Actor.Y, Actor.OriginX, Actor.OriginY, Actor.Width, Actor.Height, Actor.ScaleX, Actor.ScaleY, Actor.Rotation)
End Sub
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Checks whether this actor contains the specified point and is touchable. The point is specified in the actor's local coordinate system.
Returns the actor or Null.
Touchable: If True, the hit detection will respect the touchability.
Initialize (EvtPrefix As String)
Creates a new actor.
EvtPrefix: The prefix of Act and Draw events.
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
Name As String
Gets or sets a name for easier identification of the actor in application code.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
translate (x As Float, y As Float)
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DButton


Events:

Act(Delta As Float)
Click(CheckedState As Boolean)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  AddActor (Widget As lgScn2DActor) As lgScn2DTableCell

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  AddCell As lgScn2DTableCell

  AddLabel (Text As String, Style As lgScn2DLabelStyle) As lgScn2DTableCell

  AddLabel2 (Text As String, Font As lgBitmapFont, FontColor As lgColor) As lgScn2DTableCell

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Align As Int

  ALIGN_Bottom As Int

  ALIGN_Center As Int

  ALIGN_Left As Int

  ALIGN_Right As Int

  ALIGN_Top As Int

  AlignBottom As lgScn2DTable

  AlignCenter As lgScn2DTable

  AlignLeft As lgScn2DTable

  AlignRight As lgScn2DTable

  AlignTop As lgScn2DTable

  Checked As Boolean

  clear

  clearActions

  clearChildren

  clearListeners

  Clip As Boolean [write only]

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  ColumnDefaults (Column As Int) As lgScn2DTableCell

  CullingArea As lgMathRectangle [write only]

  DebugAll

  DebugCell As lgScn2DTable

  DebugTable As lgScn2DTable

  DebugWidget As lgScn2DTable

  Defaults As lgScn2DTableCell

  Disabled As Boolean

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  DrawDebug (Stage As lgScn2DStage)

  FillParent As Boolean [write only]

  findActor (name As String) As lgScn2DActor

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetActor (Index As Int) As lgScn2DActor

  GetCaptureListenersList As lgArray

  GetCell (Widget As lgScn2DActor) As lgScn2DTableCell

  GetCell2 (Index As Int) As lgScn2DTableCell

  GetCellsList (lstCells As List)

  GetChildrenList As lgArray

  GetListenersList As lgArray

  getRow (y As Float) As Int

  HasActions As Boolean [read only]

  hasChildren As Boolean

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (Style As lgScn2DButtonStyle, EvtPrefix As String)

  Initialize2 (Style As lgScn2DButtonStyle, Actor As lgScn2DActor, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  isPressed As Boolean

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  NewRow As lgScn2DTableCell

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  PadBottom As Float [read only]

  PadLeft As Float [read only]

  PadRight As Float [read only]

  PadTop As Float [read only]

  PadX As Float [read only]

  PadY As Float [read only]

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  print

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeActor (actor As lgScn2DActor) As Boolean

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Reset

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  Round As Boolean [write only]

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stack (Actors() As lgScn2DActor) As lgScn2DTableCell

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Style As lgScn2DButtonStyle

  swapActor (first As Int, second As Int) As Boolean

  swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean

  Tag As Object

  toBack

  toFront

  toggle

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  Transform As Boolean

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
AddActor (Widget As lgScn2DActor) As lgScn2DTableCell
Adds a new cell to the table with the specified widget.
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
AddCell As lgScn2DTableCell
Adds a cell without a widget.
AddLabel (Text As String, Style As lgScn2DLabelStyle) As lgScn2DTableCell
Adds a new cell with a label. The label is created with the specified text and style.
AddLabel2 (Text As String, Font As lgBitmapFont, FontColor As lgColor) As lgScn2DTableCell
Adds a new cell with a label. The label is created with the specified text, font and color.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
Align As Int
Sets the alignment of the logical table within the table widget. Set to one of the ALIGN constants, or any combination of those.
ALIGN_Bottom As Int
ALIGN_Center As Int
ALIGN_Left As Int
ALIGN_Right As Int
ALIGN_Top As Int
AlignBottom As lgScn2DTable
Adds ALIGN_Bottom and clears ALIGN_Top for the alignment of the logical table within the table widget.
AlignCenter As lgScn2DTable
Sets the alignment of the logical table within the table widget to ALIGN_Center. This clears any other alignment.
AlignLeft As lgScn2DTable
Adds ALIGN_Left and clears ALIGN_Right for the alignment of the logical table within the table widget.
AlignRight As lgScn2DTable
Adds ALIGN_Right and clears ALIGN_Left for the alignment of the logical table within the table widget.
AlignTop As lgScn2DTable
Adds ALIGN_Top and clears ALIGN_Bottom for the alignment of the logical table within the table widget.
Checked As Boolean
clear
Removes all children, actions, and listeners from this group.
clearActions
Removes all actions on this actor.
clearChildren
Removes all actors and cells from the table.
clearListeners
Removes all listeners on this actor.
Clip As Boolean [write only]
Causes the contents to be clipped if they exceed the table widget bounds. Enabling clipping will set Transform to True.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
ColumnDefaults (Column As Int) As lgScn2DTableCell
Gets the cell values that will be used as the defaults for all cells in the specified column. Columns are indexed starting at 0.
CullingArea As lgMathRectangle [write only]
Children completely outside of this rectangle will not be drawn. This is only valid for use with unrotated and unscaled
actors!
DebugAll
Turns on all debug lines.
DebugCell As lgScn2DTable
Turns on cell debug lines.
DebugTable As lgScn2DTable
Turns on table debug lines.
DebugWidget As lgScn2DTable
Turns on widget debug lines.
Defaults As lgScn2DTableCell
Returns the cell values that will be used as the defaults for all cells.
Disabled As Boolean
Gets or sets whether the button is disabled. When True, the button will not toggle the checked state when clicked and will not fire a Click event.
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the button.
DrawDebug (Stage As lgScn2DStage)
Draws the debug lines for all tables in the stage. If this method is not called each frame, no debug lines will be drawn. If
debug is never turned on for any table in the application, calling this method will have no effect. If a table has ever had
debug set, calling this method causes an expensive traversal of all actors in the stage.
FillParent As Boolean [write only]
findActor (name As String) As lgScn2DActor
Returns the first actor found with the specified name. Note this recursively compares the name of every actor in the group.
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetActor (Index As Int) As lgScn2DActor
Returns the actor with the specified index in the group, or Null if index is out of bounds.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetCell (Widget As lgScn2DActor) As lgScn2DTableCell
Returns the cell for the specified widget in this table, or null.
GetCell2 (Index As Int) As lgScn2DTableCell
Returns the cell with the specified index, or Null if index is out of bounds.
GetCellsList (lstCells As List)
Fills the given list with all cells of this table.
GetChildrenList As lgArray
Returns an ordered list of child actors in this group.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
getRow (y As Float) As Int
Returns the row index for the y coordinate.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasChildren As Boolean
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Returns the child actor with the highest z-index that contains the specified point and is touchable and visible, or Null if no actor was hit. The point is specified in the group's coordinate system (0,0 is the bottom left of the group and width,height is the upper right).
This function is used to delegate TouchDown and Enter/Exit events.
Touchable: If True, the hit detection will respect the touchability.
Initialize (Style As lgScn2DButtonStyle, EvtPrefix As String)
Creates a button. A button is a Table with a checked state. Each time a button is clicked, the checked state is toggled. Being a table, a button can contain any other actors.
The preferred size of the button is determined by the background and the button contents.
EvtPrefix: The prefix of Act and Click events.
Initialize2 (Style As lgScn2DButtonStyle, Actor As lgScn2DActor, EvtPrefix As String)
Creates a button that contains the specified actor.
EvtPrefix: The prefix of Act and Click events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
isPressed As Boolean
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this group to those of a descendant actor. The descendant does not need to be a direct child.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
NewRow As lgScn2DTableCell
Indicates that subsequent cells should be added to a new row.
Returns the cell values that will be used as the defaults for all cells in the new row.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget group to its preferred width and height.
PadBottom As Float [read only]
PadLeft As Float [read only]
PadRight As Float [read only]
PadTop As Float [read only]
PadX As Float [read only]
Returns PadLeft plus PadRight.
PadY As Float [read only]
Returns PadTop plus PadBottom.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
print
Prints the actor hierarchy recursively for debugging purposes.
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeActor (actor As lgScn2DActor) As Boolean
Removes an actor from this group. If the actor has actions, they are cleared.
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Reset
Removes all actors and cells from the table (same as ClearChildren) and additionally resets all table properties and cell, column, and row defaults.
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
Round As Boolean [write only]
If true (the default), positions and sizes are rounded to integers.
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stack (Actors() As lgScn2DActor) As lgScn2DTableCell
Adds a new cell to the table with the specified actors in a Stack.
Actors: May be null to add a stack without any actors.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Style As lgScn2DButtonStyle
Gets or sets the button's style.
swapActor (first As Int, second As Int) As Boolean
Swaps two actors by index. Returns false if the swap did not occur because the indexes were out of bounds.
swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean
Swaps two actors. Returns false if the swap did not occur because the actors are not children of this group.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
toggle
Toggles the checked state. This method changes the checked state, which fires a Click event, so can be used to simulate a button click.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
Transform As Boolean
When True, the SpriteBatch is transformed so children are drawn in their parent's coordinate system. This has a performance impact because lgSpriteBatch.Flush must be done before and after the transform. If the actors in a group are not rotated or scaled, then the transform for the group can be set to False. In this case, each child's position will be offset by the group's position for drawing, causing the children to appear in the correct location even though the SpriteBatch has not been transformed.
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DButtonGroup


Events:

None

Members:


  Add (Button As lgScn2DButton)

  Add2 (Buttons() As lgScn2DButton)

  ButtonsList As List [read only]

  Checked As lgScn2DButton

  CheckedButtonsList As List [read only]

  Initialize (Buttons() As lgScn2DButton)

  MaxCheckCount As Int [write only]

  MinCheckCount As Int [write only]

  Remove (Button As lgScn2DButton)

  Remove2 (Buttons() As lgScn2DButton)

  SetChecked (text As String)

  UncheckAll

  UncheckLast As Boolean [write only]

Members description:

Add (Button As lgScn2DButton)
Add2 (Buttons() As lgScn2DButton)
ButtonsList As List [read only]
Checked As lgScn2DButton
Returns the first checked button, or null.
CheckedButtonsList As List [read only]
Initialize (Buttons() As lgScn2DButton)
A ButtonGroup manages a group of buttons to enforce a minimum and maximum number of checked buttons. This enables "radio button" functionality and more. A button may only be in one group at a time.
MaxCheckCount As Int [write only]
Sets the maximum number of buttons that can be checked. Set to -1 for no maximum. Default is 1.
MinCheckCount As Int [write only]
Sets the minimum number of buttons that must be checked. Default is 1.
Remove (Button As lgScn2DButton)
Remove2 (Buttons() As lgScn2DButton)
SetChecked (text As String)
Sets the first TextButton with the specified text to checked.
UncheckAll
Sets all buttons' checked state to False, regardless of MinCheckCount.
UncheckLast As Boolean [write only]
If true, when the maximum number of buttons are checked and an additional button is checked, the last button to be checked
is unchecked so that the maximum is not exceeded. If false, additional buttons beyond the maximum are not allowed to be
checked. Default is true.

lgScn2DButtonStyle


Events:

None

Members:


  checked As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  disabled As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  down As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  Initialize (Up As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Down As com.badlogic.gdx.scenes.scene2d.utils.Drawable)

  Initialize2 (Style As lgScn2DButtonStyle)

  pressedOffsetX As Float

  pressedOffsetY As Float

  SetDrawableSize (Width As Float, Height As Float)

  unpressedOffsetX As Float

  unpressedOffsetY As Float

  up As com.badlogic.gdx.scenes.scene2d.utils.Drawable

Members description:

checked As com.badlogic.gdx.scenes.scene2d.utils.Drawable
disabled As com.badlogic.gdx.scenes.scene2d.utils.Drawable
down As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Initialize (Up As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Down As com.badlogic.gdx.scenes.scene2d.utils.Drawable)
Initialize2 (Style As lgScn2DButtonStyle)
pressedOffsetX As Float
Optional.
pressedOffsetY As Float
Optional.
SetDrawableSize (Width As Float, Height As Float)
Sets the MinWidth and MinHeight of the Up, Down, Checked and Disabled drawables.
unpressedOffsetX As Float
Optional.
unpressedOffsetY As Float
Optional.
up As com.badlogic.gdx.scenes.scene2d.utils.Drawable

lgScn2DClickListener

Detects mouse over, mouse or finger touch presses, and clicks on an actor. A touch must go down over the actor and is
considered pressed as long as it is over the actor or within the {@link #setTapSquareSize(float) tap square}. This behavior
makes it easier to press buttons on a touch interface when the initial touch happens near the edge of the actor. Double clicks
can be detected using {@link #getTapCount()}. Any touch (not just the first) will trigger this listener. While pressed, other
touch downs are ignored.

Events:

Click(Event As lgScn2DInputEvent, X As Float, Y As Float)
TouchDown(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
TouchDragged(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
TouchUp(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
Enter(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int, FromActor As lgScn2DActor)
Exit(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int, ToActor As lgScn2DActor)

Members:


  cancel

  handle (e As lgScn2DEvent) As Boolean

  Initialize (EvtPrefix As String) As lgScn2DClickListener

  inTapSquare (x As Float, y As Float) As Boolean

  invalidateTapSquare

  isPressed As Boolean

  PressedPointer As Int [read only]

  TapCount As Int [read only]

  TapCountInterval As Float [write only]

  TapSquareSize As Float

  TouchDownX As Float [read only]

  TouchDownY As Float [read only]

Members description:

cancel
If a touch down is being monitored, the drag and click events are ignored until the next touch up.
handle (e As lgScn2DEvent) As Boolean
Try to handle the given event, if it is applicable.
Returns True if the event should be considered handled by scene2d.
Initialize (EvtPrefix As String) As lgScn2DClickListener
Creates an event listener for detection of clicks on an actor. Returns the created instance.
EvtPrefix: Prefix of the events.
inTapSquare (x As Float, y As Float) As Boolean
invalidateTapSquare
The tap square will not longer be used for the current touch.
isPressed As Boolean
Returns true if a touch is over the actor or within the tap square.
PressedPointer As Int [read only]
Returns the pointer that initially touched the actor.
TapCount As Int [read only]
Returns the number of taps within the tap count interval for the most recent click event.
TapCountInterval As Float [write only]
TapSquareSize As Float
TouchDownX As Float [read only]
TouchDownY As Float [read only]

lgScn2DDragAndDrop


Events:

SrcDragStart(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int) As lgScn2DDragAndDropPayload
SrcDragStop(Event As lgScn2DInputEvent, DropTarget As lgScn2DActor, X As Float, Y As Float, Pointer As Int)
TgtDrag(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int) As Boolean
TgtReset(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload)
TgtDrop(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int)

Members:


  AddSource (Source As lgScn2DActor, EvtPrefix As String)

  AddTarget (Target As lgScn2DActor, EvtPrefix As String)

  DragActor As lgScn2DActor [read only]

  DragTime As Int [write only]

  Initialize

  IsDragging As Boolean

  RemoveSource (Source As lgScn2DActor)

  RemoveTarget (Target As lgScn2DActor)

  SetDragActorPosition (DragActorX As Float, DragActorY As Float)

  TapSquareSize As Float [write only]

Members description:

AddSource (Source As lgScn2DActor, EvtPrefix As String)
AddTarget (Target As lgScn2DActor, EvtPrefix As String)
DragActor As lgScn2DActor [read only]
Returns the current drag actor, or null.
DragTime As Int [write only]
Time in milliseconds that a drag must take before a drop will be considered valid. This ignores an accidental drag and drop that was meant to be a click. Default is 250.
Initialize
Initializes a drag and drop operation.
IsDragging As Boolean
RemoveSource (Source As lgScn2DActor)
RemoveTarget (Target As lgScn2DActor)
SetDragActorPosition (DragActorX As Float, DragActorY As Float)
TapSquareSize As Float [write only]
Sets the distance a touch must travel before being considered a drag.

lgScn2DDragAndDropPayload

The payload of a drag and drop operation. Actors can be optionally provided to follow the cursor and change when over a
target.

Events:

None

Members:


  DragActor As lgScn2DActor

  InvalidDragActor As lgScn2DActor

  Object As Object

  ValidDragActor As lgScn2DActor

Members description:

DragActor As lgScn2DActor
InvalidDragActor As lgScn2DActor
Object As Object
ValidDragActor As lgScn2DActor

lgScn2DEvent

The base class for all events.


By default an event will "bubble" up through an actor's parent's handlers (see {@link #setBubbles(boolean)}).


An actor's capture listeners can {@link #stop()} an event to prevent child actors from seeing it.


An Event may be marked as "handled" which will end its propagation outside of the Stage (see {@link #handle()}).
The default {@link Actor#fire(Event)} will mark events handled if an {@link EventListener} returns true.


A cancelled event will be stopped and handled. Additionally, many actors will undo the side-effects of a canceled event. (See {@link #cancel()}.)

Events:

None

Members:


  Bubbles As Boolean

  cancel

  handle

  isCancelled As Boolean

  isCapture As Boolean

  isHandled As Boolean

  isStopped As Boolean

  ListenerActor As lgScn2DActor [read only]

  Stage As lgScn2DStage [read only]

  stop

  Target As lgScn2DActor [read only]

Members description:

Bubbles As Boolean
If True, after the event is fired on the target actor, it will also be fired on each of the parent actors, all the way to the root.
cancel
Marks this event cancelled. This handles the event and stops the event propagation.
handle
Marks this event as handled. This does not affect event propagation inside Scene2d, but causes the Stage event handlers to return True, which will eat the event so it is not passed on to the application under the stage.
isCancelled As Boolean
isCapture As Boolean
Returns whether the event was fired during the capture phase.
isHandled As Boolean
isStopped As Boolean
ListenerActor As lgScn2DActor [read only]
Returns the actor that this listener is attached to.
Stage As lgScn2DStage [read only]
The stage for the actor the event was fired on.
stop
Marks this event has being stopped. This halts event propagation. Any other listeners on the listener actor are notified. After that, no other listeners are notified.
Target As lgScn2DActor [read only]
Returns the actor that the event originated from.

lgScn2DGestureListener

Detects tap, long press, fling, pan, zoom, and pinch gestures on an actor. If there is only a need to detect tap, use
{@link ClickListener}.

Events:

TouchDown(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
TouchUp(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
Tap(Event As lgScn2DInputEvent, X As Float, Y As Float, Count As Int)
LongPress(Actor As lgScn2DActor, X As Float, Y As Float) As Boolean
Fling(Event As lgScn2DInputEvent, VelocityX As Float, VelocityY As Float)
Pan(Event As lgScn2DInputEvent, X As Float, Y As Float, DeltaX As Float, DeltaY As Float)
Pinch(Event As lgScn2DInputEvent, InitialPointer1 As lgMathVector2, InitialPointer2 As lgMathVector2, Pointer1 As lgMathVector2, Pointer2 As lgMathVector2)
Zoom(Event As lgScn2DInputEvent, InitialDistance As Float, Distance As Float)

Members:


  handle (e As lgScn2DEvent) As Boolean

  Initialize (EvtPrefix As String) As lgScn2DGestureListener

  Initialize2 (HalfTapSquareSize As Float, TapCountInterval As Float, LongPressDuration As Float, MaxFlingDelay As Float, EvtPrefix As String) As lgScn2DGestureListener

  TouchDownTarget As lgScn2DActor [read only]

Members description:

handle (e As lgScn2DEvent) As Boolean
Initialize (EvtPrefix As String) As lgScn2DGestureListener
Creates an event listener for detection of gestures. Returns the created instance.
If you return True for the LongPress event, additional gestures will not be triggered.
EvtPrefix: Prefix of the events.
Initialize2 (HalfTapSquareSize As Float, TapCountInterval As Float, LongPressDuration As Float, MaxFlingDelay As Float, EvtPrefix As String) As lgScn2DGestureListener
Creates an event listener for detection of gestures. Returns the created instance.
If you return True for the LongPress event, additional gestures will not be triggered.
EvtPrefix: Prefix of the events.
TouchDownTarget As lgScn2DActor [read only]

lgScn2DGroup

2D scene graph node that may contain other actors.


Actors have a z-order equal to the order they were inserted into the group. Actors inserted later will be drawn on top of
actors added earlier. Touch events that hit more than one actor are distributed to topmost actors first.

Events:

Act(Delta As Float)
Draw(SpriteBatch As lgSpriteBatch, ParentAlpha As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addActor (actor As lgScn2DActor)

  addActorAfter (actorAfter As lgScn2DActor, actor As lgScn2DActor)

  addActorAt (index As Int, actor As lgScn2DActor)

  addActorBefore (actorBefore As lgScn2DActor, actor As lgScn2DActor)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  clear

  clearActions

  clearChildren

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  CullingArea As lgMathRectangle [write only]

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  findActor (name As String) As lgScn2DActor

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetActor (Index As Int) As lgScn2DActor

  GetCaptureListenersList As lgArray

  GetChildrenList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasChildren As Boolean

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (EvtPrefix As String)

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  Name As String

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  print

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeActor (actor As lgScn2DActor) As Boolean

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  swapActor (first As Int, second As Int) As Boolean

  swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  Transform As Boolean

  translate (x As Float, y As Float)

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addActor (actor As lgScn2DActor)
Adds an actor as a child of this group. The actor is first removed from its parent group, if any.
addActorAfter (actorAfter As lgScn2DActor, actor As lgScn2DActor)
Adds an actor as a child of this group, immediately after another child actor. The actor is first removed from its parent
group, if any.
addActorAt (index As Int, actor As lgScn2DActor)
Adds an actor as a child of this group, at a specific index. The actor is first removed from its parent group, if any.
index: May be greater than the number of children.
addActorBefore (actorBefore As lgScn2DActor, actor As lgScn2DActor)
Adds an actor as a child of this group, immediately before another child actor. The actor is first removed from its parent
group, if any.
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
clear
Removes all children, actions, and listeners from this group.
clearActions
Removes all actions on this actor.
clearChildren
Removes all actors from this group.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
CullingArea As lgMathRectangle [write only]
Children completely outside of this rectangle will not be drawn. This is only valid for use with unrotated and unscaled
actors!
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Raises the Draw event of the group and its children. Typically this is called each frame by Stage.Draw.
lgSpriteBatch.Begin has already been called and the SpriteBatch has been transformed (if Transform was set to True).
ParentAlpha: Should be multiplied with the actor's alpha, allowing a parent's alpha to affect all children.
Example:
Sub MyGroup_Draw(SpriteBatch As lgSpriteBatch, ParentAlpha As Float)
  Dim Group As lgScn2DGroup = Sender
  SpriteBatch.SetColorRGBA(Group.Color.R, Group.Color.G, Group.Color.B, Group.Color.A * ParentAlpha)
  SpriteBatch.DrawRegion3(MyTexRegion, Group.X, Group.Y, Group.OriginX, Group.OriginY, Group.Width, Group.Height, Group.ScaleX, Group.ScaleY, Group.Rotation)
End Sub
findActor (name As String) As lgScn2DActor
Returns the first actor found with the specified name. Note this recursively compares the name of every actor in the group.
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetActor (Index As Int) As lgScn2DActor
Returns the actor with the specified index in the group, or Null if index is out of bounds.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetChildrenList As lgArray
Returns an ordered list of child actors in this group.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasChildren As Boolean
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Returns the child actor with the highest z-index that contains the specified point and is touchable and visible, or Null if no actor was hit. The point is specified in the group's coordinate system (0,0 is the bottom left of the group and width,height is the upper right).
This function is used to delegate TouchDown and Enter/Exit events.
Touchable: If True, the hit detection will respect the touchability.
Initialize (EvtPrefix As String)
Creates a new group.
EvtPrefix: The prefix of Act and Draw events.
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this group to those of a descendant actor. The descendant does not need to be a direct child.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
Name As String
Gets or sets a name for easier identification of the actor in application code.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
print
Prints the actor hierarchy recursively for debugging purposes.
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeActor (actor As lgScn2DActor) As Boolean
Removes an actor from this group. If the actor has actions, they are cleared.
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
swapActor (first As Int, second As Int) As Boolean
Swaps two actors by index. Returns false if the swap did not occur because the indexes were out of bounds.
swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean
Swaps two actors. Returns false if the swap did not occur because the actors are not children of this group.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
Transform As Boolean
When True, the SpriteBatch is transformed so children are drawn in their parent's coordinate system. This has a performance impact because lgSpriteBatch.Flush must be done before and after the transform. If the actors in a group are not rotated or scaled, then the transform for the group can be set to False. In this case, each child's position will be offset by the group's position for drawing, causing the children to appear in the correct location even though the SpriteBatch has not been transformed.
translate (x As Float, y As Float)
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DImage


Events:

Act(Delta As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Align As Int

  ALIGN_Bottom As Int

  ALIGN_Center As Int

  ALIGN_Left As Int

  ALIGN_Right As Int

  ALIGN_Top As Int

  clear

  clearActions

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  Drawable As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  FillParent As Boolean [write only]

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetCaptureListenersList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  ImageHeight As Float [read only]

  ImageWidth As Float [read only]

  ImageX As Float [read only]

  ImageY As Float [read only]

  Initialize (EvtPrefix As String)

  Initialize2 (Patch As lgNinePatch, EvtPrefix As String)

  Initialize3 (Region As lgTextureRegion, EvtPrefix As String)

  Initialize4 (Texture As lgTexture, EvtPrefix As String)

  InitializeWithDrawable (Drawable As com.badlogic.gdx.scenes.scene2d.utils.Drawable, EvtPrefix As String)

  InitializeWithDrawable2 (Drawable As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Scaling As com.badlogic.gdx.utils.Scaling, EvtPrefix As String)

  InitializeWithDrawable3 (Drawable As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Scaling As com.badlogic.gdx.utils.Scaling, Alignment As Int, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  Scaling As com.badlogic.gdx.utils.Scaling [write only]

  SCALING_Fill As com.badlogic.gdx.utils.Scaling

  SCALING_FillX As com.badlogic.gdx.utils.Scaling

  SCALING_FillY As com.badlogic.gdx.utils.Scaling

  SCALING_Fit As com.badlogic.gdx.utils.Scaling

  SCALING_None As com.badlogic.gdx.utils.Scaling

  SCALING_Stretch As com.badlogic.gdx.utils.Scaling

  SCALING_StretchX As com.badlogic.gdx.utils.Scaling

  SCALING_StretchY As com.badlogic.gdx.utils.Scaling

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
Align As Int
Gets or sets the image alignment.
ALIGN_Bottom As Int
ALIGN_Center As Int
ALIGN_Left As Int
ALIGN_Right As Int
ALIGN_Top As Int
clear
Removes all actions and listeners on this actor.
clearActions
Removes all actions on this actor.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the image.
Drawable As com.badlogic.gdx.scenes.scene2d.utils.Drawable
FillParent As Boolean [write only]
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Checks whether this actor contains the specified point and is touchable. The point is specified in the actor's local coordinate system.
Returns the actor or Null.
Touchable: If True, the hit detection will respect the touchability.
ImageHeight As Float [read only]
ImageWidth As Float [read only]
ImageX As Float [read only]
ImageY As Float [read only]
Initialize (EvtPrefix As String)
Creates an image with no region or patch, stretched, and aligned center.
EvtPrefix: The prefix of Act events.
Initialize2 (Patch As lgNinePatch, EvtPrefix As String)
Creates an image stretched, and aligned center.
EvtPrefix: The prefix of Act events.
Initialize3 (Region As lgTextureRegion, EvtPrefix As String)
Creates an image stretched, and aligned center.
EvtPrefix: The prefix of Act events.
Initialize4 (Texture As lgTexture, EvtPrefix As String)
Creates an image stretched, and aligned center.
EvtPrefix: The prefix of Act events.
InitializeWithDrawable (Drawable As com.badlogic.gdx.scenes.scene2d.utils.Drawable, EvtPrefix As String)
Creates an image stretched, and aligned center.
EvtPrefix: The prefix of Act events.
InitializeWithDrawable2 (Drawable As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Scaling As com.badlogic.gdx.utils.Scaling, EvtPrefix As String)
Creates an image aligned center, with the specified scaling.
EvtPrefix: The prefix of Act events.
InitializeWithDrawable3 (Drawable As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Scaling As com.badlogic.gdx.utils.Scaling, Alignment As Int, EvtPrefix As String)
Creates an image with the specified scaling and alignment.
EvtPrefix: The prefix of Act events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget to its preferred width and height.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
Scaling As com.badlogic.gdx.utils.Scaling [write only]
SCALING_Fill As com.badlogic.gdx.utils.Scaling
SCALING_FillX As com.badlogic.gdx.utils.Scaling
SCALING_FillY As com.badlogic.gdx.utils.Scaling
SCALING_Fit As com.badlogic.gdx.utils.Scaling
SCALING_None As com.badlogic.gdx.utils.Scaling
SCALING_Stretch As com.badlogic.gdx.utils.Scaling
SCALING_StretchX As com.badlogic.gdx.utils.Scaling
SCALING_StretchY As com.badlogic.gdx.utils.Scaling
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DInputEvent

Event for actor input: touch, mouse, keyboard, and scroll.

Events:

None

Members:


  Bubbles As Boolean

  cancel

  Character As Char

  handle

  isCancelled As Boolean

  isCapture As Boolean

  isHandled As Boolean

  isStopped As Boolean

  isTouchFocusCancel As Boolean

  KeyCode As Int

  ListenerActor As lgScn2DActor [read only]

  Pointer As Int

  RelatedActor As lgScn2DActor [read only]

  Stage As lgScn2DStage [read only]

  StageX As Float

  StageY As Float

  stop

  Target As lgScn2DActor [read only]

  toCoordinates (actor As lgScn2DActor, actorCoords As lgMathVector2) As lgMathVector2

  toString As String

  Type As com.badlogic.gdx.scenes.scene2d.InputEvent.Type

Members description:

Bubbles As Boolean
If True, after the event is fired on the target actor, it will also be fired on each of the parent actors, all the way to the root.
cancel
Marks this event cancelled. This handles the event and stops the event propagation.
Character As Char
Gets or sets the character for the key that was typed. Valid for: keyTyped.
handle
Marks this event as handled. This does not affect event propagation inside Scene2d, but causes the Stage event handlers to return True, which will eat the event so it is not passed on to the application under the stage.
isCancelled As Boolean
isCapture As Boolean
Returns whether the event was fired during the capture phase.
isHandled As Boolean
isStopped As Boolean
isTouchFocusCancel As Boolean
Returns True if this event is a TouchUp triggered by CancelTouchFocus.
KeyCode As Int
Gets or sets the key code of the key that was pressed. Valid for: keyDown and keyUp.
ListenerActor As lgScn2DActor [read only]
Returns the actor that this listener is attached to.
Pointer As Int
Gets or sets the pointer index for the event. The first touch is index 0, second touch is index 1, etc. Valid for: touchDown, touchDragged, touchUp, enter, and exit.
RelatedActor As lgScn2DActor [read only]
The actor related to the event. Valid for: enter and exit. For enter, this is the actor being exited, or null. For exit,
this is the actor being entered, or null.
Stage As lgScn2DStage [read only]
The stage for the actor the event was fired on.
StageX As Float
Gets or sets the stage X coordinate where the event occurred. Valid for: touchDown, touchDragged, touchUp, enter, and exit.
StageY As Float
Gets or sets the stage Y coordinate where the event occurred. Valid for: touchDown, touchDragged, touchUp, enter, and exit.
stop
Marks this event has being stopped. This halts event propagation. Any other listeners on the listener actor are notified. After that, no other listeners are notified.
Target As lgScn2DActor [read only]
Returns the actor that the event originated from.
toCoordinates (actor As lgScn2DActor, actorCoords As lgMathVector2) As lgMathVector2
Sets actorCoords to this event's coordinates relative to the specified actor.
actorCoords: Output for resulting coordinates.
toString As String
Type As com.badlogic.gdx.scenes.scene2d.InputEvent.Type
Gets or sets the type of input event.

lgScn2DInputListener

EventListener for low-level input events. Unpacks {@link InputEvent}s and calls the appropriate method. By default the methods
here do nothing with the event. Users are expected to override the methods they are interested in, like this:


actor.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
Gdx.app.log("Example", "touch started at (" + x + ", " + y + ")");
}

public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
Gdx.app.log("Example", "touch done at (" + x + ", " + y + ")");
}
});

Events:

Enter(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int, FromActor As lgScn2DActor)
Exit(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int, ToActor As lgScn2DActor)
KeyDown(Event As lgScn2DInputEvent, KeyCode As Int)
KeyUp(Event As lgScn2DInputEvent, KeyCode As Int)
KeyTyped(Event As lgScn2DInputEvent, Character As Char)
TouchDown(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
TouchUp(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
TouchDragged(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)

Members:


  handle (e As lgScn2DEvent) As Boolean

  Initialize (EvtPrefix As String) As lgScn2DInputListener

Members description:

handle (e As lgScn2DEvent) As Boolean
Try to handle the given event, if it is applicable.
Returns True if the event should be considered handled by scene2d.
Initialize (EvtPrefix As String) As lgScn2DInputListener
Creates an event listener for low-level input events. Returns the created instance.
EvtPrefix: Prefix of the input events.

lgScn2DLabel


Events:

Act(Delta As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  ALIGN_Bottom As Int

  ALIGN_Center As Int

  ALIGN_Left As Int

  ALIGN_Right As Int

  ALIGN_Top As Int

  AutoPack As Boolean

  clear

  clearActions

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  Ellipse As Boolean [write only]

  FillParent As Boolean [write only]

  fire (event As lgScn2DEvent) As Boolean

  FontScaleX As Float

  FontScaleY As Float

  GetActionsList As lgArray

  GetCaptureListenersList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (Text As CharSequence, Style As lgScn2DLabelStyle, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  setAlignment (labelAlign As Int, lineAlign As Int)

  SetAlignment2 (WrapAlign As Int)

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setFontScale (fontScaleX As Float, fontScaleY As Float)

  SetFontScale2 (FontScale As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Style As lgScn2DLabelStyle

  Tag As Object

  Text As CharSequence

  TextBounds As lgBitmapFontTextBounds [read only]

  textEquals (other As CharSequence) As Boolean

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  Wrap As Boolean [write only]

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
ALIGN_Bottom As Int
ALIGN_Center As Int
ALIGN_Left As Int
ALIGN_Right As Int
ALIGN_Top As Int
AutoPack As Boolean
Gets or sets whether Pack is automatically called when the text is changed. Default is false.
clear
Removes all actions and listeners on this actor.
clearActions
Removes all actions on this actor.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the label.
Ellipse As Boolean [write only]
When true the text will be truncated with an ellipse if it does not fit within the width of the label. Default is false.
FillParent As Boolean [write only]
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
FontScaleX As Float
FontScaleY As Float
GetActionsList As lgArray
Gets an array of the actor's actions.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Checks whether this actor contains the specified point and is touchable. The point is specified in the actor's local coordinate system.
Returns the actor or Null.
Touchable: If True, the hit detection will respect the touchability.
Initialize (Text As CharSequence, Style As lgScn2DLabelStyle, EvtPrefix As String)
Creates a label.
EvtPrefix: The prefix of Act events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget to its preferred width and height.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
setAlignment (labelAlign As Int, lineAlign As Int)

labelAlign: Aligns all the text with the label widget.
lineAlign: Aligns each line of text (left, right, or center).
SetAlignment2 (WrapAlign As Int)

WrapAlign: Aligns each line of text horizontally and all the text vertically.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setFontScale (fontScaleX As Float, fontScaleY As Float)
SetFontScale2 (FontScale As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Style As lgScn2DLabelStyle
Gets or sets the label's style.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
Text As CharSequence
TextBounds As lgBitmapFontTextBounds [read only]
textEquals (other As CharSequence) As Boolean
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
Wrap As Boolean [write only]
If false, the text will only wrap where it contains newlines (\n). The preferred size of the label will be the text bounds.
If true, the text will word wrap using the width of the label. The preferred width of the label will be 0, it is expected
that the something external will set the width of the label. Default is false.
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DLabelStyle


Events:

None

Members:


  background As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  Font As lgBitmapFont [write only]

  fontColor As lgColor

  Initialize (Font As lgBitmapFont, FontColor As lgColor)

  Initialize2 (Style As lgScn2DLabelStyle)

Members description:

background As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
Font As lgBitmapFont [write only]
fontColor As lgColor
Optional.
Initialize (Font As lgBitmapFont, FontColor As lgColor)
Initialize2 (Style As lgScn2DLabelStyle)

lgScn2DList


Events:

Act(Delta As Float)
Changed(SelectedIndex As Int, SelectedItem As String)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  clear

  clearActions

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  CullingArea As lgMathRectangle [write only]

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  FillParent As Boolean [write only]

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetCaptureListenersList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (Items() As String, Style As lgScn2DListStyle, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  ItemHeight As Float [read only]

  Items() As String

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  Selectable As Boolean

  SelectedIndex As Int

  Selection As String [read only]

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  SetSelection (Item As String) As Int

  setSize (width As Float, height As Float)

  size (size As Float)

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Style As lgScn2DListStyle

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
clear
Removes all actions and listeners on this actor.
clearActions
Removes all actions on this actor.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
CullingArea As lgMathRectangle [write only]
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the list.
FillParent As Boolean [write only]
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Checks whether this actor contains the specified point and is touchable. The point is specified in the actor's local coordinate system.
Returns the actor or Null.
Touchable: If True, the hit detection will respect the touchability.
Initialize (Items() As String, Style As lgScn2DListStyle, EvtPrefix As String)
Creates a list box that displays textual items and highlights the selected item.
The preferred size of the list is determined by the text bounds of the items.
EvtPrefix: The prefix of Act and Changed events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
ItemHeight As Float [read only]
Items() As String
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget to its preferred width and height.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
Selectable As Boolean
Gets or sets whether this list's items are selectable. If not selectable, touch events will not be consumed.
SelectedIndex As Int
Gets or sets the index of the currently selected item. The top item has an index of 0. Nothing selected has an index of -1.
Selection As String [read only]
Returns the text of the currently selected item, or null if the list is empty or nothing is selected.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
SetSelection (Item As String) As Int
Sets the selection to the specified item if found, else sets the selection to nothing.
Returns the new selected index.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Style As lgScn2DListStyle
Gets or sets the list's style.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DListStyle


Events:

None

Members:


  Font As lgBitmapFont [write only]

  fontColorSelected As lgColor

  fontColorUnselected As lgColor

  Initialize (Font As lgBitmapFont, FontColorSelected As lgColor, FontColorUnselected As lgColor, Selection As com.badlogic.gdx.scenes.scene2d.utils.Drawable)

  Initialize2 (Style As lgScn2DListStyle)

  selection As com.badlogic.gdx.scenes.scene2d.utils.Drawable

Members description:

Font As lgBitmapFont [write only]
fontColorSelected As lgColor
fontColorUnselected As lgColor
Initialize (Font As lgBitmapFont, FontColorSelected As lgColor, FontColorUnselected As lgColor, Selection As com.badlogic.gdx.scenes.scene2d.utils.Drawable)
Initialize2 (Style As lgScn2DListStyle)
selection As com.badlogic.gdx.scenes.scene2d.utils.Drawable

lgScn2DNinePatchDrawable


Events:

None

Members:


  BottomHeight As Float

  Draw (Batch As lgSpriteBatch, X As Float, Y As Float, Width As Float, Height As Float)

  Initialize

  Initialize2 (Patch As lgNinePatch)

  Initialize3 (PatchDrw As lgScn2DNinePatchDrawable)

  InternalObject As com.badlogic.gdx.scenes.scene2d.utils.NinePatchDrawable [read only]

  LeftWidth As Float

  MinHeight As Float

  MinWidth As Float

  NinePatch As lgNinePatch

  RightWidth As Float

  TopHeight As Float

Members description:

BottomHeight As Float
Draw (Batch As lgSpriteBatch, X As Float, Y As Float, Width As Float, Height As Float)
Draws this drawable at the specified bounds. The drawable should be tinted with lgSpriteBatch.Color, possibly by mixing its own color.
Initialize
Creates a NinePatchDrawable. The ninepatch must be set before use.
Initialize2 (Patch As lgNinePatch)
Creates a NinePatchDrawable.
Initialize3 (PatchDrw As lgScn2DNinePatchDrawable)
Creates a NinePatchDrawable.
InternalObject As com.badlogic.gdx.scenes.scene2d.utils.NinePatchDrawable [read only]
LeftWidth As Float
MinHeight As Float
MinWidth As Float
NinePatch As lgNinePatch
RightWidth As Float
TopHeight As Float

lgScn2DScrollPane


Events:

Act(Delta As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  cancel

  CancelTouchFocus As Boolean [write only]

  Clamp As Boolean [write only]

  clear

  clearActions

  clearChildren

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  CullingArea As lgMathRectangle [write only]

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  FadeScrollBars As Boolean [write only]

  FillParent As Boolean [write only]

  findActor (name As String) As lgScn2DActor

  fire (event As lgScn2DEvent) As Boolean

  FlickScroll As Boolean [write only]

  FlingTime As Float [write only]

  GetActionsList As lgArray

  GetActor (Index As Int) As lgScn2DActor

  GetCaptureListenersList As lgArray

  GetChildrenList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasChildren As Boolean

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (Widget As lgScn2DActor, Style As lgScn2DScrollPaneStyle, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  isDragging As Boolean

  isFlinging As Boolean

  isForceScrollX As Boolean

  isForceScrollY As Boolean

  isPanning As Boolean

  isScrollX As Boolean

  isScrollY As Boolean

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxWidth As Float [read only]

  MaxX As Float [read only]

  MaxY As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  print

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeActor (actor As lgScn2DActor) As Boolean

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  ScrollBarHeight As Float [read only]

  ScrollbarsOnTop As Boolean [write only]

  ScrollBarWidth As Float [read only]

  ScrollPercentX As Float

  ScrollPercentY As Float

  scrollTo (x As Float, y As Float, width As Float, height As Float)

  scrollToCenter (x As Float, y As Float, width As Float, height As Float)

  ScrollX As Float

  ScrollY As Float

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setForceScroll (x As Boolean, y As Boolean)

  setOrigin (originX As Float, originY As Float)

  setOverscroll (overscrollX As Boolean, overscrollY As Boolean)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setScrollingDisabled (x As Boolean, y As Boolean)

  setSize (width As Float, height As Float)

  setupFadeScrollBars (fadeAlphaSeconds As Float, fadeDelaySeconds As Float)

  setupOverscroll (distance As Float, speedMin As Float, speedMax As Float)

  size (size As Float)

  SmoothScrolling As Boolean [write only]

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Style As lgScn2DScrollPaneStyle

  swapActor (first As Int, second As Int) As Boolean

  swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  Transform As Boolean

  translate (x As Float, y As Float)

  updateVisualScroll

  validate

  VelocityX As Float

  VelocityY As Float

  Visible As Boolean

  VisualScrollX As Float [read only]

  VisualScrollY As Float [read only]

  Widget As lgScn2DActor

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
cancel
If currently scrolling by tracking a touch down, stop scrolling.
CancelTouchFocus As Boolean [write only]
When True (default), the touch focus is cancelled when flick scrolling begins. This causes widgets inside the scrollpane that have received TouchDown to receive TouchUp when flick scrolling begins.
Clamp As Boolean [write only]
For flick scroll, prevents scrolling out of the widget's bounds. Default is true.
clear
Removes all children, actions, and listeners from this group.
clearActions
Removes all actions on this actor.
clearChildren
Removes all actors from this group.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
CullingArea As lgMathRectangle [write only]
Children completely outside of this rectangle will not be drawn. This is only valid for use with unrotated and unscaled
actors!
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the ScrollPane.
FadeScrollBars As Boolean [write only]
When true the scroll bars fade out after some time of not being used.
FillParent As Boolean [write only]
findActor (name As String) As lgScn2DActor
Returns the first actor found with the specified name. Note this recursively compares the name of every actor in the group.
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
FlickScroll As Boolean [write only]
FlingTime As Float [write only]
For flick scroll, sets the amount of time in seconds that a fling will continue to scroll. Default is 1.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetActor (Index As Int) As lgScn2DActor
Returns the actor with the specified index in the group, or Null if index is out of bounds.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetChildrenList As lgArray
Returns an ordered list of child actors in this group.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasChildren As Boolean
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Returns the child actor with the highest z-index that contains the specified point and is touchable and visible, or Null if no actor was hit. The point is specified in the group's coordinate system (0,0 is the bottom left of the group and width,height is the upper right).
This function is used to delegate TouchDown and Enter/Exit events.
Touchable: If True, the hit detection will respect the touchability.
Initialize (Widget As lgScn2DActor, Style As lgScn2DScrollPaneStyle, EvtPrefix As String)
Creates a ScrollPane that scrolls a child widget using scrollbars and/or touch dragging.
Scrolling is automatically enabled when the widget is larger than the scroll pane. If the widget is smaller than the scroll pane in one direction, it is sized to the scroll pane in that direction.
EvtPrefix: The prefix of Act events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
isDragging As Boolean
isFlinging As Boolean
isForceScrollX As Boolean
isForceScrollY As Boolean
isPanning As Boolean
isScrollX As Boolean
isScrollY As Boolean
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this group to those of a descendant actor. The descendant does not need to be a direct child.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxWidth As Float [read only]
MaxX As Float [read only]
Returns the maximum scroll value in the x direction.
MaxY As Float [read only]
Returns the maximum scroll value in the y direction.
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget group to its preferred width and height.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
print
Prints the actor hierarchy recursively for debugging purposes.
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeActor (actor As lgScn2DActor) As Boolean
Removes an actor from this group. If the actor has actions, they are cleared.
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
ScrollBarHeight As Float [read only]
ScrollbarsOnTop As Boolean [write only]
When False (the default), the widget is clipped so it is not drawn under the scrollbars. When True, the widget is clipped to the entire scroll pane bounds and the scrollbars are drawn on top of the widget. If FadeScrollBars is True, the scroll bars are always drawn on top.
ScrollBarWidth As Float [read only]
ScrollPercentX As Float
ScrollPercentY As Float
scrollTo (x As Float, y As Float, width As Float, height As Float)
Sets the scroll offset so the specified rectangle is fully in view, if possible. Coordinates are in the scroll pane widget's
coordinate system.
scrollToCenter (x As Float, y As Float, width As Float, height As Float)
Sets the scroll offset so the specified rectangle is fully in view and centered vertically in the scroll pane, if possible.
Coordinates are in the scroll pane widget's coordinate system.
ScrollX As Float
Returns the x scroll position in pixels.
ScrollY As Float
Returns the y scroll position in pixels.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setForceScroll (x As Boolean, y As Boolean)
Forces enabling scrollbars (for non-flick scroll) and overscrolling (for flick scroll) in a direction, even if the contents
do not exceed the bounds in that direction.
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setOverscroll (overscrollX As Boolean, overscrollY As Boolean)
For flick scroll, if true the widget can be scrolled slightly past its bounds and will animate back to its bounds when
scrolling is stopped. Default is true.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setScrollingDisabled (x As Boolean, y As Boolean)
Disables scrolling in a direction. The widget will be sized to the FlickScrollPane in the disabled direction.
setSize (width As Float, height As Float)
Sets the width and height.
setupFadeScrollBars (fadeAlphaSeconds As Float, fadeDelaySeconds As Float)
setupOverscroll (distance As Float, speedMin As Float, speedMax As Float)
For flick scroll, sets the overscroll distance in pixels and the speed it returns to the widget's bounds in seconds. Default
is 50, 30, 200.
size (size As Float)
Adds the specified size to the current size.
SmoothScrolling As Boolean [write only]
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Style As lgScn2DScrollPaneStyle
Gets or sets the ScrollPane's style.
swapActor (first As Int, second As Int) As Boolean
Swaps two actors by index. Returns false if the swap did not occur because the indexes were out of bounds.
swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean
Swaps two actors. Returns false if the swap did not occur because the actors are not children of this group.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
Transform As Boolean
When True, the SpriteBatch is transformed so children are drawn in their parent's coordinate system. This has a performance impact because lgSpriteBatch.Flush must be done before and after the transform. If the actors in a group are not rotated or scaled, then the transform for the group can be set to False. In this case, each child's position will be offset by the group's position for drawing, causing the children to appear in the correct location even though the SpriteBatch has not been transformed.
translate (x As Float, y As Float)
updateVisualScroll
Sets the visual scroll amount equal to the scroll amount. This can be used when setting the scroll amount without animating.
validate
VelocityX As Float
Gets the flick scroll y velocity.
VelocityY As Float
Gets the flick scroll y velocity.
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
VisualScrollX As Float [read only]
VisualScrollY As Float [read only]
Widget As lgScn2DActor
Gets or sets the widget embedded in this scroll pane. Set to Null to remove the current widget.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DScrollPaneStyle


Events:

None

Members:


  background As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  corner As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  hScroll As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  hScrollKnob As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  Initialize (Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable, HScroll As com.badlogic.gdx.scenes.scene2d.utils.Drawable, HScrollKnob As com.badlogic.gdx.scenes.scene2d.utils.Drawable, VScroll As com.badlogic.gdx.scenes.scene2d.utils.Drawable, VScrollKnob As com.badlogic.gdx.scenes.scene2d.utils.Drawable)

  Initialize2 (Style As lgScn2DScrollPaneStyle)

  SetScrollbarHeight (Height As Float)

  SetScrollbarWidth (Width As Float)

  vScroll As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  vScrollKnob As com.badlogic.gdx.scenes.scene2d.utils.Drawable

Members description:

background As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
corner As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
hScroll As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
hScrollKnob As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
Initialize (Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable, HScroll As com.badlogic.gdx.scenes.scene2d.utils.Drawable, HScrollKnob As com.badlogic.gdx.scenes.scene2d.utils.Drawable, VScroll As com.badlogic.gdx.scenes.scene2d.utils.Drawable, VScrollKnob As com.badlogic.gdx.scenes.scene2d.utils.Drawable)
Initialize2 (Style As lgScn2DScrollPaneStyle)
SetScrollbarHeight (Height As Float)
Sets the MinHeight of the hScroll and hScrollKnob drawables.
SetScrollbarWidth (Width As Float)
Sets the MinWidth of the vScroll and vScrollKnob drawables.
vScroll As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
vScrollKnob As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.

lgScn2DSelectBox


Events:

Act(Delta As Float)
Changed(SelectedIndex As Int, SelectedItem As String)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  clear

  clearActions

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  Disabled As Boolean [write only]

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  FillParent As Boolean [write only]

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetCaptureListenersList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasParent As Boolean

  Height As Float

  hideList

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (Items() As String, Style As lgScn2DSelectBoxStyle, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  Items() As String

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxListCount As Int

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SelectedIndex As Int

  Selection As String [read only]

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  SetSelection (Item As String)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Style As lgScn2DSelectBoxStyle

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
clear
Removes all actions and listeners on this actor.
clearActions
Removes all actions on this actor.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
Disabled As Boolean [write only]
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the SelectBox.
FillParent As Boolean [write only]
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hideList
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Checks whether this actor contains the specified point and is touchable. The point is specified in the actor's local coordinate system.
Returns the actor or Null.
Touchable: If True, the hit detection will respect the touchability.
Initialize (Items() As String, Style As lgScn2DSelectBoxStyle, EvtPrefix As String)
Creates a drop-down list.
The preferred size of the select box is determined by the maximum text bounds of the items.
EvtPrefix: The prefix of Act and Changed events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
Items() As String
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxListCount As Int
Set the max number of items to display when the select box is opened. Set to 0 (the default) to display as many as fit in
the stage height.
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget to its preferred width and height.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SelectedIndex As Int
Gets or sets the index of the currently selected item. The top item has an index of 0. Nothing selected has an index of -1.
Selection As String [read only]
Returns the string of the currently selected item.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
SetSelection (Item As String)
Sets the selection to the specified item if found, else sets the selection to nothing.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Style As lgScn2DSelectBoxStyle
Gets or sets the SelectBox's style.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DSelectBoxStyle


Events:

None

Members:


  background As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  backgroundDisabled As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  backgroundOpen As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  backgroundOver As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  disabledFontColor As lgColor

  Font As lgBitmapFont [write only]

  fontColor As lgColor

  Initialize (Font As lgBitmapFont, FontColor As lgColor, Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable)

  Initialize2 (Style As lgScn2DSelectBoxStyle)

  ListStyle As lgScn2DListStyle [write only]

  ScrollStyle As lgScn2DScrollPaneStyle [write only]

Members description:

background As com.badlogic.gdx.scenes.scene2d.utils.Drawable
backgroundDisabled As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
backgroundOpen As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
backgroundOver As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
disabledFontColor As lgColor
Optional.
Font As lgBitmapFont [write only]
fontColor As lgColor
Initialize (Font As lgBitmapFont, FontColor As lgColor, Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable)
Initialize2 (Style As lgScn2DSelectBoxStyle)
ListStyle As lgScn2DListStyle [write only]
ScrollStyle As lgScn2DScrollPaneStyle [write only]

lgScn2DSlider


Events:

Act(Delta As Float)
Changed(NewValue As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  AnimateDuration As Float [write only]

  AnimateInterpolation As lgMathInterpolation [write only]

  clear

  clearActions

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  Disabled As Boolean

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  FillParent As Boolean [write only]

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetCaptureListenersList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (Min As Float, Max As Float, StepSize As Float, Vertical As Boolean, Style As lgScn2DSliderStyle, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  isDragging As Boolean

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxValue As Float [read only]

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinValue As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setRange (min As Float, max As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  setSnapToValues (values() As Float, threshold As Float)

  SetValue (Value As Float) As Boolean

  size (size As Float)

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  StepSize As Float

  Style As lgScn2DSliderStyle

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  translate (x As Float, y As Float)

  validate

  Value As Float

  Visible As Boolean

  VisualValue As Float [read only]

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
AnimateDuration As Float [write only]
If > 0, changes to the slider value via Value or SetValue will happen over this duration in seconds.
AnimateInterpolation As lgMathInterpolation [write only]
Sets the interpolation to use for AnimateDuration.
clear
Removes all actions and listeners on this actor.
clearActions
Removes all actions on this actor.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
Disabled As Boolean
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the slider.
FillParent As Boolean [write only]
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Checks whether this actor contains the specified point and is touchable. The point is specified in the actor's local coordinate system.
Returns the actor or Null.
Touchable: If True, the hit detection will respect the touchability.
Initialize (Min As Float, Max As Float, StepSize As Float, Vertical As Boolean, Style As lgScn2DSliderStyle, EvtPrefix As String)
Creates a new slider. Its width is determined by the PrefWidth parameter, and its height is determined by the maximum of the height of either the background NinePatch or the knob TextureRegion.
The Min and Max values determine the range the values of this slider can take on. The StepSize parameter specifies the distance between individual values. E.g. Min could be 4, Max could be 10 and StepSize could be 0.2, giving you a total of 31 values: 4.0, 4.2, 4.4 and so on.
EvtPrefix: The prefix of Act and Changed events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
isDragging As Boolean
Returns true if the slider is being dragged.
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxValue As Float [read only]
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinValue As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget to its preferred width and height.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setRange (min As Float, max As Float)
Sets the range of this slider. The slider's current value is reset to min.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
setSnapToValues (values() As Float, threshold As Float)
Will make this slider snap to the specified values, if the knob is within the threshold
SetValue (Value As Float) As Boolean
Sets the slider position, rounded to the nearest step size and clamped to the minimum and maximum values.
Returns False if the value was not changed because the slider already had the value or it was canceled by a listener.
size (size As Float)
Adds the specified size to the current size.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
StepSize As Float
Sets the step size of the slider
Style As lgScn2DSliderStyle
Gets or sets the slider's style.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
translate (x As Float, y As Float)
validate
Value As Float
Gets or sets the slider position, rounded to the nearest step size and clamped to the minimum and maximum values.
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
VisualValue As Float [read only]
If animating the slider value, this returns the value currently displayed.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DSliderStyle


Events:

None

Members:


  background As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  disabledBackground As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  disabledKnob As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  disabledKnobAfter As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  disabledKnobBefore As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  Initialize (Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Knob As com.badlogic.gdx.scenes.scene2d.utils.Drawable)

  Initialize2 (Style As lgScn2DSliderStyle)

  knob As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  knobAfter As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  knobBefore As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  SetKnobSize (Width As Float, Height As Float)

Members description:

background As com.badlogic.gdx.scenes.scene2d.utils.Drawable
The slider background, stretched only in one direction.
disabledBackground As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
disabledKnob As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional, centered on the background.
disabledKnobAfter As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
disabledKnobBefore As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
Initialize (Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Knob As com.badlogic.gdx.scenes.scene2d.utils.Drawable)
Initialize2 (Style As lgScn2DSliderStyle)
knob As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional, centered on the background.
knobAfter As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
knobBefore As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
SetKnobSize (Width As Float, Height As Float)
Sets the MinWidth and MinHeight of the Knob, knobAfter and knobBefore drawables.

lgScn2DSplitPane


Events:

TouchDown(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
TouchDragged(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
Act(Delta As Float)
Draw(SpriteBatch As lgSpriteBatch, ParentAlpha As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  clear

  clearActions

  clearChildren

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  CullingArea As lgMathRectangle [write only]

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  FillParent As Boolean [write only]

  findActor (name As String) As lgScn2DActor

  fire (event As lgScn2DEvent) As Boolean

  FirstWidget As lgScn2DActor

  GetActionsList As lgArray

  GetActor (Index As Int) As lgScn2DActor

  GetCaptureListenersList As lgArray

  GetChildrenList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasChildren As Boolean

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (FirstWidget As lgScn2DActor, SecondWidget As lgScn2DActor, Vertical As Boolean, Style As lgScn2DSplitPaneStyle, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxSplitAmount As Float

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinSplitAmount As Float

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  print

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SecondWidget As lgScn2DActor

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  SplitAmount As Float

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Style As lgScn2DSplitPaneStyle

  swapActor (first As Int, second As Int) As Boolean

  swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  Transform As Boolean

  translate (x As Float, y As Float)

  validate

  Vertical As Boolean

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
clear
Removes all children, actions, and listeners from this group.
clearActions
Removes all actions on this actor.
clearChildren
Removes all actors from this group.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
CullingArea As lgMathRectangle [write only]
Children completely outside of this rectangle will not be drawn. This is only valid for use with unrotated and unscaled
actors!
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the SplitPane.
FillParent As Boolean [write only]
findActor (name As String) As lgScn2DActor
Returns the first actor found with the specified name. Note this recursively compares the name of every actor in the group.
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
FirstWidget As lgScn2DActor
GetActionsList As lgArray
Gets an array of the actor's actions.
GetActor (Index As Int) As lgScn2DActor
Returns the actor with the specified index in the group, or Null if index is out of bounds.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetChildrenList As lgArray
Returns an ordered list of child actors in this group.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasChildren As Boolean
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Returns the child actor with the highest z-index that contains the specified point and is touchable and visible, or Null if no actor was hit. The point is specified in the group's coordinate system (0,0 is the bottom left of the group and width,height is the upper right).
This function is used to delegate TouchDown and Enter/Exit events.
Touchable: If True, the hit detection will respect the touchability.
Initialize (FirstWidget As lgScn2DActor, SecondWidget As lgScn2DActor, Vertical As Boolean, Style As lgScn2DSplitPaneStyle, EvtPrefix As String)
Creates a container that contains two widgets and is divided either horizontally or vertically. The user may resize the widgets. The child widgets are always sized to fill their half of the splitpane.
The preferred size of a SplitPane is that of the child widgets and the size of the lgScn2DSplitPaneStyle.handle. The widgets are sized depending on the SplitPane's size and the split position.
EvtPrefix: The prefix of Act, Draw and Touch events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this group to those of a descendant actor. The descendant does not need to be a direct child.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxSplitAmount As Float
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinSplitAmount As Float
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget group to its preferred width and height.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
print
Prints the actor hierarchy recursively for debugging purposes.
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SecondWidget As lgScn2DActor
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
SplitAmount As Float
Gets or sets the split amount between the min and max amount.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Style As lgScn2DSplitPaneStyle
Gets or sets the SplitPane's style.
swapActor (first As Int, second As Int) As Boolean
Swaps two actors by index. Returns false if the swap did not occur because the indexes were out of bounds.
swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean
Swaps two actors. Returns false if the swap did not occur because the actors are not children of this group.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
Transform As Boolean
When True, the SpriteBatch is transformed so children are drawn in their parent's coordinate system. This has a performance impact because lgSpriteBatch.Flush must be done before and after the transform. If the actors in a group are not rotated or scaled, then the transform for the group can be set to False. In this case, each child's position will be offset by the group's position for drawing, causing the children to appear in the correct location even though the SpriteBatch has not been transformed.
translate (x As Float, y As Float)
validate
Vertical As Boolean
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DSplitPaneStyle


Events:

None

Members:


  handle As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  HorizontalHandleSize As Float [write only]

  Initialize (Handle As com.badlogic.gdx.scenes.scene2d.utils.Drawable)

  Initialize2 (Style As lgScn2DSplitPaneStyle)

  VerticalHandleSize As Float [write only]

Members description:

handle As com.badlogic.gdx.scenes.scene2d.utils.Drawable
HorizontalHandleSize As Float [write only]
Sets the MinWidth of the handle drawable.
Initialize (Handle As com.badlogic.gdx.scenes.scene2d.utils.Drawable)
Initialize2 (Style As lgScn2DSplitPaneStyle)
VerticalHandleSize As Float [write only]
Sets the MinHeight of the handle drawable.

lgScn2DSpriteDrawable


Events:

None

Members:


  BottomHeight As Float

  Draw (Batch As lgSpriteBatch, X As Float, Y As Float, Width As Float, Height As Float)

  Initialize

  Initialize2 (Sprite As lgSprite)

  Initialize3 (SpriteDrw As lgScn2DSpriteDrawable)

  InternalObject As com.badlogic.gdx.scenes.scene2d.utils.SpriteDrawable [read only]

  LeftWidth As Float

  MinHeight As Float

  MinWidth As Float

  RightWidth As Float

  Sprite As lgSprite

  TopHeight As Float

Members description:

BottomHeight As Float
Draw (Batch As lgSpriteBatch, X As Float, Y As Float, Width As Float, Height As Float)
Draws this drawable at the specified bounds. The drawable should be tinted with lgSpriteBatch.Color, possibly by mixing its own color.
Initialize
Creates a SpriteDrawable. The sprite must be set before use.
Initialize2 (Sprite As lgSprite)
Creates a SpriteDrawable.
Initialize3 (SpriteDrw As lgScn2DSpriteDrawable)
Creates a SpriteDrawable.
InternalObject As com.badlogic.gdx.scenes.scene2d.utils.SpriteDrawable [read only]
LeftWidth As Float
MinHeight As Float
MinWidth As Float
RightWidth As Float
Sprite As lgSprite
TopHeight As Float

lgScn2DStack

A stack is a container that sizes its children to its size and positions them at 0,0 on top of each other.


The preferred and min size of the stack is the largest preferred and min size of any children. The max size of the stack is the
smallest max size of any children.

Events:

Act(Delta As Float)
Draw(SpriteBatch As lgSpriteBatch, ParentAlpha As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addActor (actor As lgScn2DActor)

  addActorAfter (actorAfter As lgScn2DActor, actor As lgScn2DActor)

  addActorAt (index As Int, actor As lgScn2DActor)

  addActorBefore (actorBefore As lgScn2DActor, actor As lgScn2DActor)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  clear

  clearActions

  clearChildren

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  CullingArea As lgMathRectangle [write only]

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  FillParent As Boolean [write only]

  findActor (name As String) As lgScn2DActor

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetActor (Index As Int) As lgScn2DActor

  GetCaptureListenersList As lgArray

  GetChildrenList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasChildren As Boolean

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  print

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeActor (actor As lgScn2DActor) As Boolean

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  swapActor (first As Int, second As Int) As Boolean

  swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  Transform As Boolean

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addActor (actor As lgScn2DActor)
Adds an actor as a child of this group. The actor is first removed from its parent group, if any.
addActorAfter (actorAfter As lgScn2DActor, actor As lgScn2DActor)
Adds an actor as a child of this group, immediately after another child actor. The actor is first removed from its parent
group, if any.
addActorAt (index As Int, actor As lgScn2DActor)
Adds an actor as a child of this group, at a specific index. The actor is first removed from its parent group, if any.
index: May be greater than the number of children.
addActorBefore (actorBefore As lgScn2DActor, actor As lgScn2DActor)
Adds an actor as a child of this group, immediately before another child actor. The actor is first removed from its parent
group, if any.
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
clear
Removes all children, actions, and listeners from this group.
clearActions
Removes all actions on this actor.
clearChildren
Removes all actors from this group.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
CullingArea As lgMathRectangle [write only]
Children completely outside of this rectangle will not be drawn. This is only valid for use with unrotated and unscaled
actors!
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Raises the Draw event of the group and its children. Typically this is called each frame by Stage.Draw.
lgSpriteBatch.Begin has already been called and the SpriteBatch has been transformed (if Transform was set to True).
ParentAlpha: Should be multiplied with the actor's alpha, allowing a parent's alpha to affect all children.
Example:
Sub MyGroup_Draw(SpriteBatch As lgSpriteBatch, ParentAlpha As Float)
  Dim Group As lgScn2DGroup = Sender
  SpriteBatch.SetColorRGBA(Group.Color.R, Group.Color.G, Group.Color.B, Group.Color.A * ParentAlpha)
  SpriteBatch.DrawRegion3(MyTexRegion, Group.X, Group.Y, Group.OriginX, Group.OriginY, Group.Width, Group.Height, Group.ScaleX, Group.ScaleY, Group.Rotation)
End Sub
FillParent As Boolean [write only]
findActor (name As String) As lgScn2DActor
Returns the first actor found with the specified name. Note this recursively compares the name of every actor in the group.
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetActor (Index As Int) As lgScn2DActor
Returns the actor with the specified index in the group, or Null if index is out of bounds.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetChildrenList As lgArray
Returns an ordered list of child actors in this group.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasChildren As Boolean
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Returns the child actor with the highest z-index that contains the specified point and is touchable and visible, or Null if no actor was hit. The point is specified in the group's coordinate system (0,0 is the bottom left of the group and width,height is the upper right).
This function is used to delegate TouchDown and Enter/Exit events.
Touchable: If True, the hit detection will respect the touchability.
Initialize (EvtPrefix As String)
Creates a new group.
EvtPrefix: The prefix of Act and Draw events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this group to those of a descendant actor. The descendant does not need to be a direct child.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget group to its preferred width and height.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
print
Prints the actor hierarchy recursively for debugging purposes.
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeActor (actor As lgScn2DActor) As Boolean
Removes an actor from this group. If the actor has actions, they are cleared.
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
swapActor (first As Int, second As Int) As Boolean
Swaps two actors by index. Returns false if the swap did not occur because the indexes were out of bounds.
swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean
Swaps two actors. Returns false if the swap did not occur because the actors are not children of this group.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
Transform As Boolean
When True, the SpriteBatch is transformed so children are drawn in their parent's coordinate system. This has a performance impact because lgSpriteBatch.Flush must be done before and after the transform. If the actors in a group are not rotated or scaled, then the transform for the group can be set to False. In this case, each child's position will be offset by the group's position for drawing, causing the children to appear in the correct location even though the SpriteBatch has not been transformed.
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DStage


Events:

None

Members:


  Act

  Act2 (Delta As Float)

  AddAction (Action As lgScn2DAction)

  AddActor (Actor As lgScn2DActor)

  AddCaptureListener (CListener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  AddListener (Listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  AddTouchFocus (Listener As com.badlogic.gdx.scenes.scene2d.EventListener, ListenerActor As lgScn2DActor, Target As lgScn2DActor, Pointer As Int)

  Camera As lgOrthographicCamera

  CancelTouchFocus

  CancelTouchFocus2 (Listener As com.badlogic.gdx.scenes.scene2d.EventListener, Actor As lgScn2DActor)

  Clear

  dispose

  Draw

  GetActorsList As lgArray

  GutterHeight As Float [read only]

  GutterWidth As Float [read only]

  Height As Float [read only]

  Hit (StageX As Float, StageY As Float, Touchable As Boolean) As lgScn2DActor

  Initialize (EvtPrefix As String)

  Initialize2 (Width As Float, Height As Float, KeepAspectRatio As Boolean, EvtPrefix As String)

  Initialize3 (Width As Float, Height As Float, KeepAspectRatio As Boolean, SpriteBatch As lgSpriteBatch, EvtPrefix As String)

  InternalObject As com.badlogic.gdx.scenes.scene2d.Stage [read only]

  KeyboardFocus As lgScn2DActor

  RemoveCaptureListener (CListener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  RemoveListener (Listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  RemoveTouchFocus (Listener As com.badlogic.gdx.scenes.scene2d.EventListener, ListenerActor As lgScn2DActor, Target As lgScn2DActor, Pointer As Int)

  Root As lgScn2DGroup [read only]

  ScreenToStageCoordinates (ScreenCoords As lgMathVector2) As lgMathVector2

  SetViewport (Width As Float, Height As Float, KeepAspectRatio As Boolean)

  SpriteBatch As lgSpriteBatch [read only]

  StageToScreenCoordinates (StageCoords As lgMathVector2) As lgMathVector2

  toScreenCoordinates (Coords As lgMathVector2, TransformMatrix As lgMathMatrix4) As lgMathVector2

  Unfocus (Actor As lgScn2DActor)

  UnfocusAll

  Width As Float [read only]

Members description:

Act
Calls Act2 with lgGraphics.DeltaTime.
Act2 (Delta As Float)
Calls the Act function of each actor in the stage. Typically called each frame. This method also fires Enter and Exit events.
AddAction (Action As lgScn2DAction)
Adds the given action to the root of the stage.
AddActor (Actor As lgScn2DActor)
Adds the given actor to the root of the stage.
AddCaptureListener (CListener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a capture listener to the root.
AddListener (Listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a regular listener to the root.
AddTouchFocus (Listener As com.badlogic.gdx.scenes.scene2d.EventListener, ListenerActor As lgScn2DActor, Target As lgScn2DActor, Pointer As Int)
Adds the listener to be notified for all TouchDragged and TouchUp events for the specified pointer.
ListenerActor: The actor that the listener is attached to.
Target: The actor that events will originate from.
Camera As lgOrthographicCamera
Gets or sets the stage's camera. The camera must be configured properly or SetViewport can be called after the camera is set. Draw will call Camera.Update and use the Camera.Combined matrix for the SpriteBatch projection matrix.
CancelTouchFocus
Sends a TouchUp event to all listeners that are registered to receive TouchDragged and TouchUp events and removes their touch focus. The location of the TouchUp is -2147483648. Listeners can use isTouchFocusCancel to ignore this event if needed.
CancelTouchFocus2 (Listener As com.badlogic.gdx.scenes.scene2d.EventListener, Actor As lgScn2DActor)
Cancels touch focus for all listeners except the specified listener.
Clear
Removes the root's children, actions, and listeners.
dispose
Releases all resources of this stage.
Draw
GetActorsList As lgArray
Gets an array of the child actors of the root group.
GutterHeight As Float [read only]
Returns half the amount in the Y direction that the stage's viewport was lengthened to fill the screen.
GutterWidth As Float [read only]
Returns half the amount in the X direction that the stage's viewport was lengthened to fill the screen.
Height As Float [read only]
Returns the height of the stage's viewport.
Hit (StageX As Float, StageY As Float, Touchable As Boolean) As lgScn2DActor
Returns the Actor with the highest z-index at the specified location in stage coordinates, or Null if no actor was hit.
To get stage coordinates from screen coordinates, use screenToStageCoordinates.
Touchable: If true, the hit detection will respect the touchability.
Initialize (EvtPrefix As String)
Creates a stage with a viewport equal to the device screen resolution. The stage will use its own SpriteBatch, which will be disposed when the stage is disposed.
EvtPrefix: The prefix of the Act and Draw events of the root group.
Initialize2 (Width As Float, Height As Float, KeepAspectRatio As Boolean, EvtPrefix As String)
Creates a stage with the specified viewport. The stage will use its own SpriteBatch, which will be disposed when the stage is disposed.
KeepAspectRatio: False = the stage is stretched to fill the viewport, which may distort the aspect ratio. True = the stage is first scaled to fit the viewport in the longest dimension. Next the shorter dimension is lengthened to fill the viewport, which keeps the aspect ratio from changing.
EvtPrefix: The prefix of the Act and Draw events of the root group.
Initialize3 (Width As Float, Height As Float, KeepAspectRatio As Boolean, SpriteBatch As lgSpriteBatch, EvtPrefix As String)
Creates a stage with the specified viewport and SpriteBatch. This can be used to avoid creating a new SpriteBatch (which can be somewhat slow) if multiple stages are used during an application's life time.
The SpriteBatch will not be disposed if Dispose is called. You have to handle disposal yourself.
KeepAspectRatio: False = the stage is stretched to fill the viewport, which may distort the aspect ratio. True = the stage is first scaled to fit the viewport in the longest dimension. Next the shorter dimension is lengthened to fill the viewport, which keeps the aspect ratio from changing.
EvtPrefix: The prefix of the Act and Draw events of the root group.
InternalObject As com.badlogic.gdx.scenes.scene2d.Stage [read only]
KeyboardFocus As lgScn2DActor
Gets or sets the actor that will receive key events. May be null.
RemoveCaptureListener (CListener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Removes a capture listener from the root.
RemoveListener (Listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Removes a regular listener from the root.
RemoveTouchFocus (Listener As com.badlogic.gdx.scenes.scene2d.EventListener, ListenerActor As lgScn2DActor, Target As lgScn2DActor, Pointer As Int)
Removes the listener from being notified for all TouchDragged and TouchUp events for the specified pointer. Note the listener may never receive a TouchUp event if this method is used.
Root As lgScn2DGroup [read only]
Returns the root group which holds all actors in the stage.
ScreenToStageCoordinates (ScreenCoords As lgMathVector2) As lgMathVector2
Transforms the screen coordinates to stage coordinates.
ScreenCoords: Input screen coordinates and output for resulting stage coordinates.
SetViewport (Width As Float, Height As Float, KeepAspectRatio As Boolean)
Sets up the stage size using a viewport that fills the entire screen.
SpriteBatch As lgSpriteBatch [read only]
StageToScreenCoordinates (StageCoords As lgMathVector2) As lgMathVector2
Transforms the stage coordinates to screen coordinates.
StageCoords: Input stage coordinates and output for resulting screen coordinates.
toScreenCoordinates (Coords As lgMathVector2, TransformMatrix As lgMathMatrix4) As lgMathVector2
Transforms the coordinates to screen coordinates. The coordinates can be anywhere in the stage since the transform matrix
describes how to convert them. The transform matrix is typically obtained from lgSpriteBatch.TransformMatrix during Draw.
Unfocus (Actor As lgScn2DActor)
Removes the touch and keyboard focus for the specified actor and any descendants.
UnfocusAll
Removes the touch and keyboard focus for all focused actors.
Width As Float [read only]
Returns the width of the stage's viewport.

lgScn2DTable


Events:

Act(Delta As Float)
Draw(SpriteBatch As lgSpriteBatch, ParentAlpha As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  AddActor (Widget As lgScn2DActor) As lgScn2DTableCell

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  AddCell As lgScn2DTableCell

  AddLabel (Text As String, Style As lgScn2DLabelStyle) As lgScn2DTableCell

  AddLabel2 (Text As String, Font As lgBitmapFont, FontColor As lgColor) As lgScn2DTableCell

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Align As Int

  ALIGN_Bottom As Int

  ALIGN_Center As Int

  ALIGN_Left As Int

  ALIGN_Right As Int

  ALIGN_Top As Int

  AlignBottom As lgScn2DTable

  AlignCenter As lgScn2DTable

  AlignLeft As lgScn2DTable

  AlignRight As lgScn2DTable

  AlignTop As lgScn2DTable

  Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  clear

  clearActions

  clearChildren

  clearListeners

  Clip As Boolean [write only]

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  ColumnDefaults (Column As Int) As lgScn2DTableCell

  CullingArea As lgMathRectangle [write only]

  DebugAll

  DebugCell As lgScn2DTable

  DebugTable As lgScn2DTable

  DebugWidget As lgScn2DTable

  Defaults As lgScn2DTableCell

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  DrawDebug (Stage As lgScn2DStage)

  FillParent As Boolean [write only]

  findActor (name As String) As lgScn2DActor

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetActor (Index As Int) As lgScn2DActor

  GetCaptureListenersList As lgArray

  GetCell (Widget As lgScn2DActor) As lgScn2DTableCell

  GetCell2 (Index As Int) As lgScn2DTableCell

  GetCellsList (lstCells As List)

  GetChildrenList As lgArray

  GetListenersList As lgArray

  getRow (y As Float) As Int

  HasActions As Boolean [read only]

  hasChildren As Boolean

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  NewRow As lgScn2DTableCell

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  PadBottom As Float [read only]

  PadLeft As Float [read only]

  PadRight As Float [read only]

  PadTop As Float [read only]

  PadX As Float [read only]

  PadY As Float [read only]

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  print

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeActor (actor As lgScn2DActor) As Boolean

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Reset

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  Round As Boolean [write only]

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stack (Actors() As lgScn2DActor) As lgScn2DTableCell

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  swapActor (first As Int, second As Int) As Boolean

  swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  Transform As Boolean

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
AddActor (Widget As lgScn2DActor) As lgScn2DTableCell
Adds a new cell to the table with the specified widget.
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
AddCell As lgScn2DTableCell
Adds a cell without a widget.
AddLabel (Text As String, Style As lgScn2DLabelStyle) As lgScn2DTableCell
Adds a new cell with a label. The label is created with the specified text and style.
AddLabel2 (Text As String, Font As lgBitmapFont, FontColor As lgColor) As lgScn2DTableCell
Adds a new cell with a label. The label is created with the specified text, font and color.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
Align As Int
Sets the alignment of the logical table within the table widget. Set to one of the ALIGN constants, or any combination of those.
ALIGN_Bottom As Int
ALIGN_Center As Int
ALIGN_Left As Int
ALIGN_Right As Int
ALIGN_Top As Int
AlignBottom As lgScn2DTable
Adds ALIGN_Bottom and clears ALIGN_Top for the alignment of the logical table within the table widget.
AlignCenter As lgScn2DTable
Sets the alignment of the logical table within the table widget to ALIGN_Center. This clears any other alignment.
AlignLeft As lgScn2DTable
Adds ALIGN_Left and clears ALIGN_Right for the alignment of the logical table within the table widget.
AlignRight As lgScn2DTable
Adds ALIGN_Right and clears ALIGN_Left for the alignment of the logical table within the table widget.
AlignTop As lgScn2DTable
Adds ALIGN_Top and clears ALIGN_Bottom for the alignment of the logical table within the table widget.
Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Gets or sets the background drawable.
The table's padding is set to BottomHeight, TopHeight, LeftWidth, and RightWidth of the drawable.
clear
Removes all children, actions, and listeners from this group.
clearActions
Removes all actions on this actor.
clearChildren
Removes all actors and cells from the table.
clearListeners
Removes all listeners on this actor.
Clip As Boolean [write only]
Causes the contents to be clipped if they exceed the table widget bounds. Enabling clipping will set Transform to True.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
ColumnDefaults (Column As Int) As lgScn2DTableCell
Gets the cell values that will be used as the defaults for all cells in the specified column. Columns are indexed starting at 0.
CullingArea As lgMathRectangle [write only]
Children completely outside of this rectangle will not be drawn. This is only valid for use with unrotated and unscaled
actors!
DebugAll
Turns on all debug lines.
DebugCell As lgScn2DTable
Turns on cell debug lines.
DebugTable As lgScn2DTable
Turns on table debug lines.
DebugWidget As lgScn2DTable
Turns on widget debug lines.
Defaults As lgScn2DTableCell
Returns the cell values that will be used as the defaults for all cells.
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the table.
DrawDebug (Stage As lgScn2DStage)
Draws the debug lines for all tables in the stage. If this method is not called each frame, no debug lines will be drawn. If
debug is never turned on for any table in the application, calling this method will have no effect. If a table has ever had
debug set, calling this method causes an expensive traversal of all actors in the stage.
FillParent As Boolean [write only]
findActor (name As String) As lgScn2DActor
Returns the first actor found with the specified name. Note this recursively compares the name of every actor in the group.
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetActor (Index As Int) As lgScn2DActor
Returns the actor with the specified index in the group, or Null if index is out of bounds.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetCell (Widget As lgScn2DActor) As lgScn2DTableCell
Returns the cell for the specified widget in this table, or null.
GetCell2 (Index As Int) As lgScn2DTableCell
Returns the cell with the specified index, or Null if index is out of bounds.
GetCellsList (lstCells As List)
Fills the given list with all cells of this table.
GetChildrenList As lgArray
Returns an ordered list of child actors in this group.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
getRow (y As Float) As Int
Returns the row index for the y coordinate.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasChildren As Boolean
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Returns the child actor with the highest z-index that contains the specified point and is touchable and visible, or Null if no actor was hit. The point is specified in the group's coordinate system (0,0 is the bottom left of the group and width,height is the upper right).
This function is used to delegate TouchDown and Enter/Exit events.
Touchable: If True, the hit detection will respect the touchability.
Initialize (EvtPrefix As String)
Creates a new table.
EvtPrefix: The prefix of Act and Draw events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this group to those of a descendant actor. The descendant does not need to be a direct child.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
NewRow As lgScn2DTableCell
Indicates that subsequent cells should be added to a new row.
Returns the cell values that will be used as the defaults for all cells in the new row.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget group to its preferred width and height.
PadBottom As Float [read only]
PadLeft As Float [read only]
PadRight As Float [read only]
PadTop As Float [read only]
PadX As Float [read only]
Returns PadLeft plus PadRight.
PadY As Float [read only]
Returns PadTop plus PadBottom.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
print
Prints the actor hierarchy recursively for debugging purposes.
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeActor (actor As lgScn2DActor) As Boolean
Removes an actor from this group. If the actor has actions, they are cleared.
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Reset
Removes all actors and cells from the table (same as ClearChildren) and additionally resets all table properties and cell, column, and row defaults.
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
Round As Boolean [write only]
If true (the default), positions and sizes are rounded to integers.
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stack (Actors() As lgScn2DActor) As lgScn2DTableCell
Adds a new cell to the table with the specified actors in a Stack.
Actors: May be null to add a stack without any actors.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
swapActor (first As Int, second As Int) As Boolean
Swaps two actors by index. Returns false if the swap did not occur because the indexes were out of bounds.
swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean
Swaps two actors. Returns false if the swap did not occur because the actors are not children of this group.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
Transform As Boolean
When True, the SpriteBatch is transformed so children are drawn in their parent's coordinate system. This has a performance impact because lgSpriteBatch.Flush must be done before and after the transform. If the actors in a group are not rotated or scaled, then the transform for the group can be set to False. In this case, each child's position will be offset by the group's position for drawing, causing the children to appear in the correct location even though the SpriteBatch has not been transformed.
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DTableCell

A cell in a table.

Events:

None

Members:


  Align As Integer

  ALIGN_Bottom As Int

  ALIGN_Center As Int

  ALIGN_Left As Int

  ALIGN_Right As Int

  ALIGN_Top As Int

  AlignBottom As lgScn2DTableCell

  AlignCenter As lgScn2DTableCell

  AlignLeft As lgScn2DTableCell

  AlignRight As lgScn2DTableCell

  AlignTop As lgScn2DTableCell

  clear

  Colspan As Integer

  Column As Int [read only]

  ComputedPadBottom As Float [read only]

  ComputedPadLeft As Float [read only]

  ComputedPadRight As Float [read only]

  ComputedPadTop As Float [read only]

  Expand As lgScn2DTableCell

  Expand2 (X As Int, Y As Int) As lgScn2DTableCell

  Expand3 (X As Boolean, Y As Boolean) As lgScn2DTableCell

  ExpandX As Integer

  ExpandY As Integer

  Fill As lgScn2DTableCell

  Fill2 (X As Float, Y As Float) As lgScn2DTableCell

  Fill3 (X As Boolean, Y As Boolean) As lgScn2DTableCell

  FillX As Float

  FillY As Float

  free

  hasWidget As Boolean

  Height As Float [write only]

  Ignore As Boolean

  isEndRow As Boolean

  Layout As com.esotericsoftware.tablelayout.BaseTableLayout

  MaxHeight As Float

  MaxSize (Size As Float) As lgScn2DTableCell

  MaxSize2 (Width As Float, Height As Float) As lgScn2DTableCell

  MaxWidth As Float

  MinHeight As Float

  MinSize (Size As Float) As lgScn2DTableCell

  MinSize2 (Width As Float, Height As Float) As lgScn2DTableCell

  MinWidth As Float

  Pad (Pad As Float) As lgScn2DTableCell

  Pad2 (Top As Float, Left As Float, Bottom As Float, Right As Float) As lgScn2DTableCell

  PadBottom As Float

  PadLeft As Float

  PadRight As Float

  PadTop As Float

  PrefHeight As Float

  PrefSize (Size As Float) As lgScn2DTableCell

  PrefSize2 (Width As Float, Height As Float) As lgScn2DTableCell

  PrefWidth As Float

  Row As Int [read only]

  Size (Size As Float) As lgScn2DTableCell

  Size2 (Width As Float, Height As Float) As lgScn2DTableCell

  Space (Space As Float) As lgScn2DTableCell

  Space2 (Top As Float, Left As Float, Bottom As Float, Right As Float) As lgScn2DTableCell

  SpaceBottom As Float

  SpaceLeft As Float

  SpaceRight As Float

  SpaceTop As Float

  Uniform As lgScn2DTableCell

  Uniform2 (X As Boolean, Y As Boolean) As lgScn2DTableCell

  UniformX As Boolean

  UniformY As Boolean

  Widget As Object

  WidgetHeight As Float

  WidgetWidth As Float

  WidgetX As Float

  WidgetY As Float

  Width As Float [write only]

Members description:

Align As Integer
Sets the alignment of the widget within the cell. Set to one of the ALIGN constants, or any combination of those.
ALIGN_Bottom As Int
ALIGN_Center As Int
ALIGN_Left As Int
ALIGN_Right As Int
ALIGN_Top As Int
AlignBottom As lgScn2DTableCell
Adds ALIGN_Bottom and clears ALIGN_Top for the alignment of the widget within the cell.
AlignCenter As lgScn2DTableCell
Sets the alignment of the widget within the cell to ALIGN_Center. This clears any other alignment.
AlignLeft As lgScn2DTableCell
Adds ALIGN_Left and clears ALIGN_Right for the alignment of the widget within the cell.
AlignRight As lgScn2DTableCell
Adds ALIGN_Right and clears ALIGN_Left for the alignment of the widget within the cell.
AlignTop As lgScn2DTableCell
Adds ALIGN_Top and clears ALIGN_Bottom for the alignment of the widget within the cell.
clear
Sets all constraint fields to null.
Colspan As Integer
Column As Int [read only]
ComputedPadBottom As Float [read only]
The actual amount of combined padding and spacing from the last layout.
ComputedPadLeft As Float [read only]
The actual amount of combined padding and spacing from the last layout.
ComputedPadRight As Float [read only]
The actual amount of combined padding and spacing from the last layout.
ComputedPadTop As Float [read only]
The actual amount of combined padding and spacing from the last layout.
Expand As lgScn2DTableCell
Sets ExpandX and ExpandY to 1.
Expand2 (X As Int, Y As Int) As lgScn2DTableCell
Sets ExpandX and ExpandY to the specified values.
Expand3 (X As Boolean, Y As Boolean) As lgScn2DTableCell
Sets ExpandX and ExpandY to 1 if True, 0 if False.
ExpandX As Integer
ExpandY As Integer
Fill As lgScn2DTableCell
Sets FillX and FillY to 1.
Fill2 (X As Float, Y As Float) As lgScn2DTableCell
Sets FillX and FillY to the specified values.
Fill3 (X As Boolean, Y As Boolean) As lgScn2DTableCell
Sets FillX and FillY to 1 if True, 0 if False.
FillX As Float
FillY As Float
free
Reset state so the cell can be reused. Doesn't reset the constraint fields.
hasWidget As Boolean
Returns true if the cell's widget is not null.
Height As Float [write only]
Sets the MinHeight, PrefHeight, and MaxHeight to the specified value.
Ignore As Boolean
isEndRow As Boolean
Returns true if this cell is the last cell in the row.
Layout As com.esotericsoftware.tablelayout.BaseTableLayout
MaxHeight As Float
MaxSize (Size As Float) As lgScn2DTableCell
Sets the MaxWidth and MaxHeight to the specified size.
MaxSize2 (Width As Float, Height As Float) As lgScn2DTableCell
Sets the MaxWidth and MaxHeight to the specified values.
MaxWidth As Float
MinHeight As Float
MinSize (Size As Float) As lgScn2DTableCell
Sets the MinWidth and MinHeight to the specified size.
MinSize2 (Width As Float, Height As Float) As lgScn2DTableCell
Sets the MinWidth and MinHeight to the specified values.
MinWidth As Float
Pad (Pad As Float) As lgScn2DTableCell
Sets the PadTop, PadLeft, PadBottom, and PadRight to the specified value.
Pad2 (Top As Float, Left As Float, Bottom As Float, Right As Float) As lgScn2DTableCell
Sets the PadTop, PadLeft, PadBottom, and PadRight to the specified values.
PadBottom As Float
PadLeft As Float
PadRight As Float
PadTop As Float
PrefHeight As Float
PrefSize (Size As Float) As lgScn2DTableCell
Sets the PrefWidth and PrefHeight to the specified size.
PrefSize2 (Width As Float, Height As Float) As lgScn2DTableCell
Sets the PrefWidth and PrefHeight to the specified values.
PrefWidth As Float
Row As Int [read only]
Size (Size As Float) As lgScn2DTableCell
Sets the MinWidth, PrefWidth, MaxWidth, MinHeight, PrefHeight, and MaxHeight to the specified size.
Size2 (Width As Float, Height As Float) As lgScn2DTableCell
Sets the MinWidth, PrefWidth, MaxWidth, MinHeight, PrefHeight, and MaxHeight to the specified values.
Space (Space As Float) As lgScn2DTableCell
Sets the SpaceTop, SpaceLeft, SpaceBottom, and SpaceRight to the specified value.
Space2 (Top As Float, Left As Float, Bottom As Float, Right As Float) As lgScn2DTableCell
Sets the SpaceTop, SpaceLeft, SpaceBottom, and SpaceRight to the specified values.
SpaceBottom As Float
SpaceLeft As Float
SpaceRight As Float
SpaceTop As Float
Uniform As lgScn2DTableCell
Sets UniformX and UniformY to True.
Uniform2 (X As Boolean, Y As Boolean) As lgScn2DTableCell
Sets UniformX and UniformY to the specified values.
UniformX As Boolean
UniformY As Boolean
Widget As Object
Gets or sets the widget in this cell. If set to Null, removes any current widget.
WidgetHeight As Float
WidgetWidth As Float
WidgetX As Float
WidgetY As Float
Width As Float [write only]
Sets the MinWidth, PrefWidth, and MaxWidth to the specified value.

lgScn2DTextButton


Events:

Act(Delta As Float)
Click(CheckedState As Boolean)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  AddActor (Widget As lgScn2DActor) As lgScn2DTableCell

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  AddCell As lgScn2DTableCell

  AddLabel (Text As String, Style As lgScn2DLabelStyle) As lgScn2DTableCell

  AddLabel2 (Text As String, Font As lgBitmapFont, FontColor As lgColor) As lgScn2DTableCell

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Align As Int

  ALIGN_Bottom As Int

  ALIGN_Center As Int

  ALIGN_Left As Int

  ALIGN_Right As Int

  ALIGN_Top As Int

  AlignBottom As lgScn2DTable

  AlignCenter As lgScn2DTable

  AlignLeft As lgScn2DTable

  AlignRight As lgScn2DTable

  AlignTop As lgScn2DTable

  Checked As Boolean

  clear

  clearActions

  clearChildren

  clearListeners

  Clip As Boolean [write only]

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  ColumnDefaults (Column As Int) As lgScn2DTableCell

  CullingArea As lgMathRectangle [write only]

  DebugAll

  DebugCell As lgScn2DTable

  DebugTable As lgScn2DTable

  DebugWidget As lgScn2DTable

  Defaults As lgScn2DTableCell

  Disabled As Boolean

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  DrawDebug (Stage As lgScn2DStage)

  FillParent As Boolean [write only]

  findActor (name As String) As lgScn2DActor

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetActor (Index As Int) As lgScn2DActor

  GetCaptureListenersList As lgArray

  GetCell (Widget As lgScn2DActor) As lgScn2DTableCell

  GetCell2 (Index As Int) As lgScn2DTableCell

  GetCellsList (lstCells As List)

  GetChildrenList As lgArray

  GetListenersList As lgArray

  getRow (y As Float) As Int

  HasActions As Boolean [read only]

  hasChildren As Boolean

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (Text As String, Style As lgScn2DTextButtonStyle, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  isPressed As Boolean

  Label As lgScn2DLabel [read only]

  LabelCell As lgScn2DTableCell [read only]

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  NewRow As lgScn2DTableCell

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  PadBottom As Float [read only]

  PadLeft As Float [read only]

  PadRight As Float [read only]

  PadTop As Float [read only]

  PadX As Float [read only]

  PadY As Float [read only]

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  print

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeActor (actor As lgScn2DActor) As Boolean

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Reset

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  Round As Boolean [write only]

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stack (Actors() As lgScn2DActor) As lgScn2DTableCell

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Style As lgScn2DTextButtonStyle

  swapActor (first As Int, second As Int) As Boolean

  swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean

  Tag As Object

  Text As CharSequence

  toBack

  toFront

  toggle

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  Transform As Boolean

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
AddActor (Widget As lgScn2DActor) As lgScn2DTableCell
Adds a new cell to the table with the specified widget.
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
AddCell As lgScn2DTableCell
Adds a cell without a widget.
AddLabel (Text As String, Style As lgScn2DLabelStyle) As lgScn2DTableCell
Adds a new cell with a label. The label is created with the specified text and style.
AddLabel2 (Text As String, Font As lgBitmapFont, FontColor As lgColor) As lgScn2DTableCell
Adds a new cell with a label. The label is created with the specified text, font and color.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
Align As Int
Sets the alignment of the logical table within the table widget. Set to one of the ALIGN constants, or any combination of those.
ALIGN_Bottom As Int
ALIGN_Center As Int
ALIGN_Left As Int
ALIGN_Right As Int
ALIGN_Top As Int
AlignBottom As lgScn2DTable
Adds ALIGN_Bottom and clears ALIGN_Top for the alignment of the logical table within the table widget.
AlignCenter As lgScn2DTable
Sets the alignment of the logical table within the table widget to ALIGN_Center. This clears any other alignment.
AlignLeft As lgScn2DTable
Adds ALIGN_Left and clears ALIGN_Right for the alignment of the logical table within the table widget.
AlignRight As lgScn2DTable
Adds ALIGN_Right and clears ALIGN_Left for the alignment of the logical table within the table widget.
AlignTop As lgScn2DTable
Adds ALIGN_Top and clears ALIGN_Bottom for the alignment of the logical table within the table widget.
Checked As Boolean
clear
Removes all children, actions, and listeners from this group.
clearActions
Removes all actions on this actor.
clearChildren
Removes all actors and cells from the table.
clearListeners
Removes all listeners on this actor.
Clip As Boolean [write only]
Causes the contents to be clipped if they exceed the table widget bounds. Enabling clipping will set Transform to True.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
ColumnDefaults (Column As Int) As lgScn2DTableCell
Gets the cell values that will be used as the defaults for all cells in the specified column. Columns are indexed starting at 0.
CullingArea As lgMathRectangle [write only]
Children completely outside of this rectangle will not be drawn. This is only valid for use with unrotated and unscaled
actors!
DebugAll
Turns on all debug lines.
DebugCell As lgScn2DTable
Turns on cell debug lines.
DebugTable As lgScn2DTable
Turns on table debug lines.
DebugWidget As lgScn2DTable
Turns on widget debug lines.
Defaults As lgScn2DTableCell
Returns the cell values that will be used as the defaults for all cells.
Disabled As Boolean
Gets or sets whether the button is disabled. When True, the button will not toggle the checked state when clicked and will not fire a Click event.
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the button.
DrawDebug (Stage As lgScn2DStage)
Draws the debug lines for all tables in the stage. If this method is not called each frame, no debug lines will be drawn. If
debug is never turned on for any table in the application, calling this method will have no effect. If a table has ever had
debug set, calling this method causes an expensive traversal of all actors in the stage.
FillParent As Boolean [write only]
findActor (name As String) As lgScn2DActor
Returns the first actor found with the specified name. Note this recursively compares the name of every actor in the group.
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetActor (Index As Int) As lgScn2DActor
Returns the actor with the specified index in the group, or Null if index is out of bounds.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetCell (Widget As lgScn2DActor) As lgScn2DTableCell
Returns the cell for the specified widget in this table, or null.
GetCell2 (Index As Int) As lgScn2DTableCell
Returns the cell with the specified index, or Null if index is out of bounds.
GetCellsList (lstCells As List)
Fills the given list with all cells of this table.
GetChildrenList As lgArray
Returns an ordered list of child actors in this group.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
getRow (y As Float) As Int
Returns the row index for the y coordinate.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasChildren As Boolean
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Returns the child actor with the highest z-index that contains the specified point and is touchable and visible, or Null if no actor was hit. The point is specified in the group's coordinate system (0,0 is the bottom left of the group and width,height is the upper right).
This function is used to delegate TouchDown and Enter/Exit events.
Touchable: If True, the hit detection will respect the touchability.
Initialize (Text As String, Style As lgScn2DTextButtonStyle, EvtPrefix As String)
Creates a button that contains a label. lgScn2DTextButton extends lgScn2DButton which extends lgScn2DTable, so widgets can be added to the TextButton using the Table methods.
The preferred size of the TextButton is determined by the background and the button contents.
EvtPrefix: The prefix of Act and Click events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
isPressed As Boolean
Label As lgScn2DLabel [read only]
LabelCell As lgScn2DTableCell [read only]
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this group to those of a descendant actor. The descendant does not need to be a direct child.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
NewRow As lgScn2DTableCell
Indicates that subsequent cells should be added to a new row.
Returns the cell values that will be used as the defaults for all cells in the new row.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget group to its preferred width and height.
PadBottom As Float [read only]
PadLeft As Float [read only]
PadRight As Float [read only]
PadTop As Float [read only]
PadX As Float [read only]
Returns PadLeft plus PadRight.
PadY As Float [read only]
Returns PadTop plus PadBottom.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
print
Prints the actor hierarchy recursively for debugging purposes.
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeActor (actor As lgScn2DActor) As Boolean
Removes an actor from this group. If the actor has actions, they are cleared.
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Reset
Removes all actors and cells from the table (same as ClearChildren) and additionally resets all table properties and cell, column, and row defaults.
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
Round As Boolean [write only]
If true (the default), positions and sizes are rounded to integers.
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stack (Actors() As lgScn2DActor) As lgScn2DTableCell
Adds a new cell to the table with the specified actors in a Stack.
Actors: May be null to add a stack without any actors.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Style As lgScn2DTextButtonStyle
Gets or sets the TextButton's style.
swapActor (first As Int, second As Int) As Boolean
Swaps two actors by index. Returns false if the swap did not occur because the indexes were out of bounds.
swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean
Swaps two actors. Returns false if the swap did not occur because the actors are not children of this group.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
Text As CharSequence
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
toggle
Toggles the checked state. This method changes the checked state, which fires a Click event, so can be used to simulate a button click.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
Transform As Boolean
When True, the SpriteBatch is transformed so children are drawn in their parent's coordinate system. This has a performance impact because lgSpriteBatch.Flush must be done before and after the transform. If the actors in a group are not rotated or scaled, then the transform for the group can be set to False. In this case, each child's position will be offset by the group's position for drawing, causing the children to appear in the correct location even though the SpriteBatch has not been transformed.
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DTextButtonStyle


Events:

None

Members:


  checked As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  checkedFontColor As lgColor

  disabled As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  disabledFontColor As lgColor

  down As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  downFontColor As lgColor

  Font As lgBitmapFont [write only]

  fontColor As lgColor

  Initialize (Up As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Down As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Font As lgBitmapFont)

  Initialize2 (Style As lgScn2DTextButtonStyle)

  pressedOffsetX As Float

  pressedOffsetY As Float

  SetDrawableSize (Width As Float, Height As Float)

  unpressedOffsetX As Float

  unpressedOffsetY As Float

  up As com.badlogic.gdx.scenes.scene2d.utils.Drawable

Members description:

checked As com.badlogic.gdx.scenes.scene2d.utils.Drawable
checkedFontColor As lgColor
disabled As com.badlogic.gdx.scenes.scene2d.utils.Drawable
disabledFontColor As lgColor
down As com.badlogic.gdx.scenes.scene2d.utils.Drawable
downFontColor As lgColor
Font As lgBitmapFont [write only]
fontColor As lgColor
Initialize (Up As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Down As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Font As lgBitmapFont)
Initialize2 (Style As lgScn2DTextButtonStyle)
pressedOffsetX As Float
Optional.
pressedOffsetY As Float
Optional.
SetDrawableSize (Width As Float, Height As Float)
Sets the MinWidth and MinHeight of the Up, Down, Checked and Disabled drawables.
unpressedOffsetX As Float
Optional.
unpressedOffsetY As Float
Optional.
up As com.badlogic.gdx.scenes.scene2d.utils.Drawable

lgScn2DTextField


Events:

Act(Delta As Float)
AcceptChar(Key As Char) As Boolean
Changed(Key As Char, Text As String)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  BlinkTime As Float [write only]

  clear

  clearActions

  clearListeners

  clearSelection

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  copy

  CursorPosition As Int

  cut

  Disabled As Boolean

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  FillParent As Boolean [write only]

  fire (event As lgScn2DEvent) As Boolean

  FocusTraversal As Boolean [write only]

  GetActionsList As lgArray

  GetCaptureListenersList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (Text As String, Style As lgScn2DTextFieldStyle, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxLength As Int

  MaxWidth As Float [read only]

  MessageText As String

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  next (up As Boolean)

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OnlyFontChars As Boolean [write only]

  OriginX As Float

  OriginY As Float

  pack

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PasswordCharacter As Char [write only]

  PasswordMode As Boolean

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  RightAligned As Boolean [write only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  selectAll

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSelection (selectionStart As Int, selectionEnd As Int)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Style As lgScn2DTextFieldStyle

  Tag As Object

  Text As String

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
BlinkTime As Float [write only]
clear
Removes all actions and listeners on this actor.
clearActions
Removes all actions on this actor.
clearListeners
Removes all listeners on this actor.
clearSelection
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
copy
Copies the selected contents of this TextField to the clipboard.
CursorPosition As Int
Sets the cursor position and clears any selection.
cut
Copies the selected contents of this TextField to the clipboard, then removes it.
Disabled As Boolean
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the text field.
FillParent As Boolean [write only]
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
FocusTraversal As Boolean [write only]
If True (the default), Enter will move to the next text field.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Checks whether this actor contains the specified point and is touchable. The point is specified in the actor's local coordinate system.
Returns the actor or Null.
Touchable: If True, the hit detection will respect the touchability.
Initialize (Text As String, Style As lgScn2DTextFieldStyle, EvtPrefix As String)
Creates a single-line text input field.
EvtPrefix: The prefix of Act, AcceptChar and Changed events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxLength As Int
MaxWidth As Float [read only]
MessageText As String
Sets the text that will be drawn in the text field if no text has been entered.
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
next (up As Boolean)
Focuses the next TextField. If none is found, the keyboard is hidden. Does nothing if the text field is not in a stage.
up: If true, the TextField with the same or next smallest y coordinate is found, else the next highest.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OnlyFontChars As Boolean [write only]
When False, if the text set via Text contains characters not in the font, a space is displayed instead.
When True (the default), characters not in the font are stripped.
Characters not in the font are always stripped when typed or pasted.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget to its preferred width and height.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PasswordCharacter As Char [write only]
Sets the password character for the text field. The character must be present in the bitmap font.
PasswordMode As Boolean
If True, the text in this text field will be shown as bullet characters, or the character set via PasswordCharacter. The font must have the character or this will have no effect.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
RightAligned As Boolean [write only]
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
selectAll
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSelection (selectionStart As Int, selectionEnd As Int)
Sets the selected text.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Style As lgScn2DTextFieldStyle
Gets or sets the TextField's style.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
Text As String
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DTextFieldStyle


Events:

None

Members:


  background As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  cursor As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  disabledBackground As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  disabledFontColor As lgColor

  focusedBackground As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  focusedFontColor As lgColor

  Font As lgBitmapFont [write only]

  fontColor As lgColor

  Initialize (Font As lgBitmapFont, FontColor As lgColor, Cursor As com.badlogic.gdx.scenes.scene2d.utils.Drawable)

  Initialize2 (Style As lgScn2DTextFieldStyle)

  MessageFont As lgBitmapFont [write only]

  messageFontColor As lgColor

  selection As com.badlogic.gdx.scenes.scene2d.utils.Drawable

Members description:

background As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
cursor As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
disabledBackground As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
disabledFontColor As lgColor
Optional.
focusedBackground As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
focusedFontColor As lgColor
Optional.
Font As lgBitmapFont [write only]
fontColor As lgColor
Initialize (Font As lgBitmapFont, FontColor As lgColor, Cursor As com.badlogic.gdx.scenes.scene2d.utils.Drawable)
Initialize2 (Style As lgScn2DTextFieldStyle)
MessageFont As lgBitmapFont [write only]
messageFontColor As lgColor
Optional.
selection As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.

lgScn2DTextureRegionDrawable


Events:

None

Members:


  BottomHeight As Float

  Draw (Batch As lgSpriteBatch, X As Float, Y As Float, Width As Float, Height As Float)

  Initialize

  Initialize2 (Region As lgTextureRegion)

  Initialize3 (RegionDrw As lgScn2DTextureRegionDrawable)

  InternalObject As com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable [read only]

  LeftWidth As Float

  MinHeight As Float

  MinWidth As Float

  Region As lgTextureRegion

  RightWidth As Float

  TopHeight As Float

Members description:

BottomHeight As Float
Draw (Batch As lgSpriteBatch, X As Float, Y As Float, Width As Float, Height As Float)
Draws this drawable at the specified bounds. The drawable should be tinted with lgSpriteBatch.Color, possibly by mixing its own color.
Initialize
Creates a TextureRegionDrawable. The texture region must be set before use.
Initialize2 (Region As lgTextureRegion)
Creates a TextureRegionDrawable. MinWidth and MinHeight are set to the region size.
Initialize3 (RegionDrw As lgScn2DTextureRegionDrawable)
Creates a TextureRegionDrawable.
InternalObject As com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable [read only]
LeftWidth As Float
MinHeight As Float
MinWidth As Float
Region As lgTextureRegion
RightWidth As Float
TopHeight As Float

lgScn2DTiledDrawable


Events:

None

Members:


  BottomHeight As Float

  Draw (Batch As lgSpriteBatch, X As Float, Y As Float, Width As Float, Height As Float)

  Initialize

  Initialize2 (Region As lgTextureRegion)

  Initialize3 (RegionDrw As lgScn2DTextureRegionDrawable)

  InternalObject As com.badlogic.gdx.scenes.scene2d.utils.TiledDrawable [read only]

  LeftWidth As Float

  MinHeight As Float

  MinWidth As Float

  Region As lgTextureRegion

  RightWidth As Float

  TopHeight As Float

Members description:

BottomHeight As Float
Draw (Batch As lgSpriteBatch, X As Float, Y As Float, Width As Float, Height As Float)
Draws this drawable at the specified bounds. The drawable should be tinted with lgSpriteBatch.Color, possibly by mixing its own color.
Initialize
Creates a TiledDrawable. Its texture region must be set before use.
Initialize2 (Region As lgTextureRegion)
Creates a TiledDrawable.
Initialize3 (RegionDrw As lgScn2DTextureRegionDrawable)
Creates a TiledDrawable.
InternalObject As com.badlogic.gdx.scenes.scene2d.utils.TiledDrawable [read only]
LeftWidth As Float
MinHeight As Float
MinWidth As Float
Region As lgTextureRegion
RightWidth As Float
TopHeight As Float

lgScn2DTouchpad


Events:

Act(Delta As Float)
Changed(KnobX As Float, KnobY As Float, KnobPercentX As Float, KnobPercentY As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  clear

  clearActions

  clearListeners

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  Deadzone As Float [write only]

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  FillParent As Boolean [write only]

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetCaptureListenersList As lgArray

  GetListenersList As lgArray

  HasActions As Boolean [read only]

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (DeadzoneRadius As Float, Style As lgScn2DTouchpadStyle, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  isTouched As Boolean

  KnobPercentX As Float [read only]

  KnobPercentY As Float [read only]

  KnobX As Float [read only]

  KnobY As Float [read only]

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Name As String

  needsLayout As Boolean

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Style As lgScn2DTouchpadStyle

  Tag As Object

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
clear
Removes all actions and listeners on this actor.
clearActions
Removes all actions on this actor.
clearListeners
Removes all listeners on this actor.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
Deadzone As Float [write only]
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the touchpad.
FillParent As Boolean [write only]
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Checks whether this actor contains the specified point and is touchable. The point is specified in the actor's local coordinate system.
Returns the actor or Null.
Touchable: If True, the hit detection will respect the touchability.
Initialize (DeadzoneRadius As Float, Style As lgScn2DTouchpadStyle, EvtPrefix As String)
Creates an on-screen joystick. The movement area of the joystick is circular, centered on the touchpad, and its size determined by the smaller touchpad dimension. The preferred size of the touchpad is determined by its background.
DeadzoneRadius: The distance in pixels from the center of the touchpad required for the knob to be moved.
EvtPrefix: The prefix of Act and Changed events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
isTouched As Boolean
KnobPercentX As Float [read only]
Returns the x-position of the knob as a percentage from the center of the touchpad to the edge of the circular movement
area. The positive direction is right.
KnobPercentY As Float [read only]
Returns the y-position of the knob as a percentage from the center of the touchpad to the edge of the circular movement
area. The positive direction is up.
KnobX As Float [read only]
Returns the x-position of the knob relative to the center of the widget. The positive direction is right.
KnobY As Float [read only]
Returns the y-position of the knob relative to the center of the widget. The positive direction is up.
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinWidth As Float [read only]
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget to its preferred width and height.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Style As lgScn2DTouchpadStyle
Gets or sets the touchpad's style.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DTouchpadStyle


Events:

None

Members:


  background As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  Initialize (Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Knob As com.badlogic.gdx.scenes.scene2d.utils.Drawable)

  Initialize2 (Style As lgScn2DTouchpadStyle)

  knob As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  SetKnobSize (Width As Float, Height As Float)

Members description:

background As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Stretched in both directions. Optional.
Initialize (Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable, Knob As com.badlogic.gdx.scenes.scene2d.utils.Drawable)
Initialize2 (Style As lgScn2DTouchpadStyle)
knob As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
SetKnobSize (Width As Float, Height As Float)
Sets the MinWidth and MinHeight of the knob drawable.

lgScn2DWindow


Events:

TouchDown(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
TouchUp(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
TouchDragged(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int)
Act(Delta As Float)
Draw(SpriteBatch As lgSpriteBatch, ParentAlpha As Float)

Members:


  act (delta As Float)

  addAction (action As lgScn2DAction)

  AddActor (Widget As lgScn2DActor) As lgScn2DTableCell

  addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  AddCell As lgScn2DTableCell

  AddLabel (Text As String, Style As lgScn2DLabelStyle) As lgScn2DTableCell

  AddLabel2 (Text As String, Font As lgBitmapFont, FontColor As lgColor) As lgScn2DTableCell

  addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Align As Int

  ALIGN_Bottom As Int

  ALIGN_Center As Int

  ALIGN_Left As Int

  ALIGN_Right As Int

  ALIGN_Top As Int

  AlignBottom As lgScn2DTable

  AlignCenter As lgScn2DTable

  AlignLeft As lgScn2DTable

  AlignRight As lgScn2DTable

  AlignTop As lgScn2DTable

  Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  clear

  clearActions

  clearChildren

  clearListeners

  Clip As Boolean [write only]

  ClipBegin As Boolean

  ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean

  ClipEnd

  Color As lgColor

  ColumnDefaults (Column As Int) As lgScn2DTableCell

  CullingArea As lgMathRectangle [write only]

  DebugAll

  DebugCell As lgScn2DTable

  DebugTable As lgScn2DTable

  DebugWidget As lgScn2DTable

  Defaults As lgScn2DTableCell

  Draw (Batch As lgSpriteBatch, ParentAlpha As Float)

  DrawDebug (Stage As lgScn2DStage)

  FillParent As Boolean [write only]

  findActor (name As String) As lgScn2DActor

  fire (event As lgScn2DEvent) As Boolean

  GetActionsList As lgArray

  GetActor (Index As Int) As lgScn2DActor

  GetCaptureListenersList As lgArray

  GetCell (Widget As lgScn2DActor) As lgScn2DTableCell

  GetCell2 (Index As Int) As lgScn2DTableCell

  GetCellsList (lstCells As List)

  GetChildrenList As lgArray

  GetListenersList As lgArray

  getRow (y As Float) As Int

  HasActions As Boolean [read only]

  hasChildren As Boolean

  hasParent As Boolean

  Height As Float

  hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor

  Initialize (Title As String, Style As lgScn2DWindowStyle, EvtPrefix As String)

  invalidate

  invalidateHierarchy

  isAscendantOf (actor As lgScn2DActor) As Boolean

  isDescendantOf (actor As lgScn2DActor) As Boolean

  isDragging As Boolean

  KeepWithinStage As Boolean [write only]

  LayoutEnabled As Boolean [write only]

  localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2

  localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2

  localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2

  MaxHeight As Float [read only]

  MaxWidth As Float [read only]

  MinHeight As Float [read only]

  MinWidth As Float [read only]

  Modal As Boolean

  Movable As Boolean

  Name As String

  needsLayout As Boolean

  NewRow As lgScn2DTableCell

  notify (event As lgScn2DEvent, capture As Boolean) As Boolean

  OriginX As Float

  OriginY As Float

  pack

  PadBottom As Float [read only]

  PadLeft As Float [read only]

  PadRight As Float [read only]

  PadTop As Float [read only]

  PadX As Float [read only]

  PadY As Float [read only]

  Parent As lgScn2DGroup [read only]

  parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2

  PrefHeight As Float [read only]

  PrefWidth As Float [read only]

  print

  remove As Boolean

  removeAction (action As lgScn2DAction)

  removeActor (actor As lgScn2DActor) As Boolean

  removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean

  Reset

  Right As Float [read only]

  rotate (amountInDegrees As Float)

  Rotation As Float

  Round As Boolean [write only]

  ScaleX As Float

  ScaleY As Float

  screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2

  SetBounds (x As Float, y As Float, width As Float, height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  setOrigin (originX As Float, originY As Float)

  setPosition (x As Float, y As Float)

  setScale (scaleX As Float, scaleY As Float)

  setSize (width As Float, height As Float)

  size (size As Float)

  Stack (Actors() As lgScn2DActor) As lgScn2DTableCell

  Stage As lgScn2DStage

  stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2

  Style As lgScn2DWindowStyle

  swapActor (first As Int, second As Int) As Boolean

  swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean

  Tag As Object

  Title As String

  TitleAlignment As Int

  toBack

  toFront

  Top As Float [read only]

  toString As String

  Touchable As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable

  TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable

  Transform As Boolean

  translate (x As Float, y As Float)

  validate

  Visible As Boolean

  Width As Float

  X As Float

  Y As Float

  ZIndex As Int

Members description:

act (delta As Float)
Updates the actor based on time. Typically this is called each frame by Stage.Act.
The default implementation updates and applies each action attached to this actor, then removes actions that are complete.
You can use the Act event to be notified of the update and do your own changes.
delta: Time in seconds since the last frame.
addAction (action As lgScn2DAction)
AddActor (Widget As lgScn2DActor) As lgScn2DTableCell
Adds a new cell to the table with the specified widget.
addCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Adds a listener that is only notified during the capture phase.
AddCell As lgScn2DTableCell
Adds a cell without a widget.
AddLabel (Text As String, Style As lgScn2DLabelStyle) As lgScn2DTableCell
Adds a new cell with a label. The label is created with the specified text and style.
AddLabel2 (Text As String, Font As lgBitmapFont, FontColor As lgColor) As lgScn2DTableCell
Adds a new cell with a label. The label is created with the specified text, font and color.
addListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Add a regular listener to receive events that hit this actor.
Align As Int
Sets the alignment of the logical table within the table widget. Set to one of the ALIGN constants, or any combination of those.
ALIGN_Bottom As Int
ALIGN_Center As Int
ALIGN_Left As Int
ALIGN_Right As Int
ALIGN_Top As Int
AlignBottom As lgScn2DTable
Adds ALIGN_Bottom and clears ALIGN_Top for the alignment of the logical table within the table widget.
AlignCenter As lgScn2DTable
Sets the alignment of the logical table within the table widget to ALIGN_Center. This clears any other alignment.
AlignLeft As lgScn2DTable
Adds ALIGN_Left and clears ALIGN_Right for the alignment of the logical table within the table widget.
AlignRight As lgScn2DTable
Adds ALIGN_Right and clears ALIGN_Left for the alignment of the logical table within the table widget.
AlignTop As lgScn2DTable
Adds ALIGN_Top and clears ALIGN_Bottom for the alignment of the logical table within the table widget.
Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Gets or sets the background drawable.
The table's padding is set to BottomHeight, TopHeight, LeftWidth, and RightWidth of the drawable.
clear
Removes all children, actions, and listeners from this group.
clearActions
Removes all actions on this actor.
clearChildren
Removes all actors and cells from the table.
clearListeners
Removes all listeners on this actor.
Clip As Boolean [write only]
Causes the contents to be clipped if they exceed the table widget bounds. Enabling clipping will set Transform to True.
ClipBegin As Boolean
Calls ClipBegin2 to clip this actor's bounds.
ClipBegin2 (X As Float, Y As Float, Width As Float, Height As Float) As Boolean
Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The transform
matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call to ClipEnd
if True is returned.
Returns False if the clipping area is zero and no drawing should occur.
ClipEnd
Ends clipping begun by ClipBegin2.
Color As lgColor
Gets or sets the color the actor will be tinted when drawn.
ColumnDefaults (Column As Int) As lgScn2DTableCell
Gets the cell values that will be used as the defaults for all cells in the specified column. Columns are indexed starting at 0.
CullingArea As lgMathRectangle [write only]
Children completely outside of this rectangle will not be drawn. This is only valid for use with unrotated and unscaled
actors!
DebugAll
Turns on all debug lines.
DebugCell As lgScn2DTable
Turns on cell debug lines.
DebugTable As lgScn2DTable
Turns on table debug lines.
DebugWidget As lgScn2DTable
Turns on widget debug lines.
Defaults As lgScn2DTableCell
Returns the cell values that will be used as the defaults for all cells.
Draw (Batch As lgSpriteBatch, ParentAlpha As Float)
Draws the window.
DrawDebug (Stage As lgScn2DStage)
Draws the debug lines for all tables in the stage. If this method is not called each frame, no debug lines will be drawn. If
debug is never turned on for any table in the application, calling this method will have no effect. If a table has ever had
debug set, calling this method causes an expensive traversal of all actors in the stage.
FillParent As Boolean [write only]
findActor (name As String) As lgScn2DActor
Returns the first actor found with the specified name. Note this recursively compares the name of every actor in the group.
fire (event As lgScn2DEvent) As Boolean
Sets this actor as the event target and propagates the event to this actor and ancestor actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
Events are fired in 2 phases:
- The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to (and including) this actor.
- The second phase notifies listeners on each actor starting at this actor and, if Bubbles is true, propagating upward to the root.
If the event is stopped at any time, it will not propagate to the next actor.
Returns True if the event was cancelled.
GetActionsList As lgArray
Gets an array of the actor's actions.
GetActor (Index As Int) As lgScn2DActor
Returns the actor with the specified index in the group, or Null if index is out of bounds.
GetCaptureListenersList As lgArray
Gets an array of the actor's capture listeners.
GetCell (Widget As lgScn2DActor) As lgScn2DTableCell
Returns the cell for the specified widget in this table, or null.
GetCell2 (Index As Int) As lgScn2DTableCell
Returns the cell with the specified index, or Null if index is out of bounds.
GetCellsList (lstCells As List)
Fills the given list with all cells of this table.
GetChildrenList As lgArray
Returns an ordered list of child actors in this group.
GetListenersList As lgArray
Gets an array of the actor's regular listeners.
getRow (y As Float) As Int
Returns the row index for the y coordinate.
HasActions As Boolean [read only]
Returns whether actions are attached to this actor.
hasChildren As Boolean
hasParent As Boolean
Returns true if the actor's parent is not null.
Height As Float
hit (x As Float, y As Float, touchable As Boolean) As lgScn2DActor
Returns the child actor with the highest z-index that contains the specified point and is touchable and visible, or Null if no actor was hit. The point is specified in the group's coordinate system (0,0 is the bottom left of the group and width,height is the upper right).
This function is used to delegate TouchDown and Enter/Exit events.
Touchable: If True, the hit detection will respect the touchability.
Initialize (Title As String, Style As lgScn2DWindowStyle, EvtPrefix As String)
Creates a table that can be dragged and act as a modal window. The top padding is used as the window's title height.
The preferred size of a window is the preferred size of the title text and the children as layed out by the table. After adding children to the window, it can be convenient to call Pack to size the window to the size of the children.
EvtPrefix: The prefix of Act, Draw and Touch events.
invalidate
invalidateHierarchy
isAscendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the ascendant of the specified actor.
isDescendantOf (actor As lgScn2DActor) As Boolean
Returns true if this actor is the same as or is the descendant of the specified actor.
isDragging As Boolean
KeepWithinStage As Boolean [write only]
LayoutEnabled As Boolean [write only]
localToAscendantCoordinates (ascendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
localToDescendantCoordinates (descendant As lgScn2DActor, localCoords As lgMathVector2) As lgMathVector2
Converts coordinates for this group to those of a descendant actor. The descendant does not need to be a direct child.
localToParentCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the parent's coordinates.
localToStageCoordinates (localCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
MaxHeight As Float [read only]
MaxWidth As Float [read only]
MinHeight As Float [read only]
MinWidth As Float [read only]
Modal As Boolean
Movable As Boolean
Name As String
Gets or sets a name for easier identification of the actor in application code.
needsLayout As Boolean
Returns true if the widget's layout has been invalidated.
NewRow As lgScn2DTableCell
Indicates that subsequent cells should be added to a new row.
Returns the cell values that will be used as the defaults for all cells in the new row.
notify (event As lgScn2DEvent, capture As Boolean) As Boolean
Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the
listeners, this actor is set as the listener actor. The event target must be set before calling this method. If
this actor is not in the stage, the stage must be set before calling this method.
Returns True if the event was cancelled.
Capture: If True, the capture listeners will be notified instead of the regular listeners.
OriginX As Float
OriginY As Float
pack
Sets the width and height of the widget group to its preferred width and height.
PadBottom As Float [read only]
PadLeft As Float [read only]
PadRight As Float [read only]
PadTop As Float [read only]
PadX As Float [read only]
Returns PadLeft plus PadRight.
PadY As Float [read only]
Returns PadTop plus PadBottom.
Parent As lgScn2DGroup [read only]
Returns the parent actor, or null if not in a stage.
parentToLocalCoordinates (parentCoords As lgMathVector2) As lgMathVector2
Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
PrefHeight As Float [read only]
PrefWidth As Float [read only]
print
Prints the actor hierarchy recursively for debugging purposes.
remove As Boolean
Removes this actor from its parent, if it has a parent.
removeAction (action As lgScn2DAction)
removeActor (actor As lgScn2DActor) As Boolean
Removes an actor from this group. If the actor has actions, they are cleared.
removeCaptureListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
removeListener (listener As com.badlogic.gdx.scenes.scene2d.EventListener) As Boolean
Reset
Removes all actors and cells from the table (same as ClearChildren) and additionally resets all table properties and cell, column, and row defaults.
Right As Float [read only]
Returns x plus width.
rotate (amountInDegrees As Float)
Adds the specified rotation to the current rotation.
Rotation As Float
Round As Boolean [write only]
If true (the default), positions and sizes are rounded to integers.
ScaleX As Float
ScaleY As Float
screenToLocalCoordinates (screenCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in screen coordinates to the actor's local coordinate system.
SetBounds (x As Float, y As Float, width As Float, height As Float)
Sets the position and size of this actor.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
setOrigin (originX As Float, originY As Float)
Sets the originx and originy.
setPosition (x As Float, y As Float)
Sets the x and y.
setScale (scaleX As Float, scaleY As Float)
Sets the scalex and scaley.
setSize (width As Float, height As Float)
Sets the width and height.
size (size As Float)
Adds the specified size to the current size.
Stack (Actors() As lgScn2DActor) As lgScn2DTableCell
Adds a new cell to the table with the specified actors in a Stack.
Actors: May be null to add a stack without any actors.
Stage As lgScn2DStage
Returns the stage that this actor is currently in, or null if not in a stage.
stageToLocalCoordinates (stageCoords As lgMathVector2) As lgMathVector2
Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
Style As lgScn2DWindowStyle
Gets or sets the window's style.
swapActor (first As Int, second As Int) As Boolean
Swaps two actors by index. Returns false if the swap did not occur because the indexes were out of bounds.
swapActor2 (first As lgScn2DActor, second As lgScn2DActor) As Boolean
Swaps two actors. Returns false if the swap did not occur because the actors are not children of this group.
Tag As Object
Gets or sets the Tag value. This is a place holder which can be used to store additional data.
Title As String
TitleAlignment As Int
toBack
Changes the z-order for this actor so it is in back of all siblings.
toFront
Changes the z-order for this actor so it is in front of all siblings.
Top As Float [read only]
Returns y plus height.
toString As String
Touchable As com.badlogic.gdx.scenes.scene2d.Touchable
Gets or sets how touch events are distributed to this actor. Default is TOUCHABLE_Enabled.
TOUCHABLE_ChildrenOnly As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Disabled As com.badlogic.gdx.scenes.scene2d.Touchable
TOUCHABLE_Enabled As com.badlogic.gdx.scenes.scene2d.Touchable
Transform As Boolean
When True, the SpriteBatch is transformed so children are drawn in their parent's coordinate system. This has a performance impact because lgSpriteBatch.Flush must be done before and after the transform. If the actors in a group are not rotated or scaled, then the transform for the group can be set to False. In this case, each child's position will be offset by the group's position for drawing, causing the children to appear in the correct location even though the SpriteBatch has not been transformed.
translate (x As Float, y As Float)
validate
Visible As Boolean
Gets or sets whether the actor will be drawn and will receive touch events. Default is True.
Width As Float
X As Float
Y As Float
ZIndex As Int
Gets or sets the z-index of this actor. The z-index is the index into the parent's children, where a lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front. Setting a z-index less than zero is invalid.

lgScn2DWindowStyle


Events:

None

Members:


  background As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  Initialize (TitleFont As lgBitmapFont, TitleFontColor As lgColor, Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable)

  Initialize2 (Style As lgScn2DWindowStyle)

  stageBackground As com.badlogic.gdx.scenes.scene2d.utils.Drawable

  TitleFont As lgBitmapFont [write only]

  titleFontColor As lgColor

Members description:

background As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
Initialize (TitleFont As lgBitmapFont, TitleFontColor As lgColor, Background As com.badlogic.gdx.scenes.scene2d.utils.Drawable)
Initialize2 (Style As lgScn2DWindowStyle)
stageBackground As com.badlogic.gdx.scenes.scene2d.utils.Drawable
Optional.
TitleFont As lgBitmapFont [write only]
titleFontColor As lgColor
Optional.

lgScreen


Events:

Show
Hide
Render(Delta As Float)
Resize(Width As Int, Height As Int)
Pause
Resume

Members:


Members description:


lgScreenManager


Events:

None

Members:


  AddScreen (evtPrefix As String) As lgScreen

  CurrentScreen As lgScreen

  Initialize (LG As LibGDX)

  RemoveScreen (Screen As lgScreen) As Boolean

Members description:

AddScreen (evtPrefix As String) As lgScreen
Adds a new screen to the list of screens.
evtPrefix: Prefix of the screen events.
CurrentScreen As lgScreen
Gets or sets the current screen. When set, the Hide event is raised for any old screen, and the Show event is raised for the new screen.
Initialize (LG As LibGDX)
Initializes the list of screens.
RemoveScreen (Screen As lgScreen) As Boolean
Removes the given screen from the list of screens. Removing a screen does not dispose its resources.

lgServerSocket


Permissions:

android.permission.INTERNET

Events:

NewConnection(ClientSocket As lgSocket)
Timeout

Members:


  dispose

  InternalObject As com.badlogic.gdx.backends.android.AndroidServerSocket [read only]

  Listen (EvtPrefix As String)

Members description:

dispose
InternalObject As com.badlogic.gdx.backends.android.AndroidServerSocket [read only]
Listen (EvtPrefix As String)
Listens to incoming connections in a separate thread.
A NewConnection event is raised when a connection is made.
A Timeout event is raised when the waiting time for a connection has elapsed.

lgServerSocketHints

Options for {@link ServerSocket} instances.

Events:

None

Members:


  acceptTimeout As Int

  backlog As Int

  performancePrefBandwidth As Int

  performancePrefConnectionTime As Int

  performancePrefLatency As Int

  receiveBufferSize As Int

  reuseAddress As Boolean

Members description:

acceptTimeout As Int
The SO_TIMEOUT in milliseconds for how long to wait. Enter 0 for infinite wait.
backlog As Int
The listen backlog length. Needs to be greater than 0, otherwise the system default is used.
Backlog is the maximum queue length for incoming connection, i.e. maximum number of connections.
If a connection indication arrives when the queue is full, the connection is refused.
performancePrefBandwidth As Int
See performancePrefConnectionTime for details.
performancePrefConnectionTime As Int
Performance preferences are described by three integers whose values indicate the relative
importance of short connection time, low latency, and high bandwidth. The absolute
values of the integers are irrelevant; in order to choose a protocol the values are
simply compared, with larger values indicating stronger preferences.
Negative values represent a lower priority than positive values. If the application
prefers short connection time over both low latency and high bandwidth, for example,
then it could set performancePrefConnectionTime to 1 and the other properties to 0.
If the application prefers high bandwidth above low latency, and low latency above
short connection time, then it could set performancePrefConnectionTime to 0,
performancePrefLatency to 1 and performancePrefBandwidth to 2.
performancePrefLatency As Int
See performancePrefConnectionTime for details.
receiveBufferSize As Int
The SO_RCVBUF (receive buffer) size in bytes.
reuseAddress As Boolean
Enable/disable the SO_REUSEADDR socket option.

lgShaderProgram


Events:

None

Members:


  ATTRIBUTE_BINORMAL As String

  ATTRIBUTE_COLOR As String

  ATTRIBUTE_NORMAL As String

  ATTRIBUTE_POSITION_ As String

  ATTRIBUTE_TANGENT As String

  ATTRIBUTE_TEXCOORD As String

  Attributes() As String [read only]

  Begin

  DisableVertexAttribute (Name As String)

  dispose

  EnableVertexAttribute (Name As String)

  End

  FetchUniformLocation (Name As String, Pedantic As Boolean) As Int

  FragmentShaderSource As String [read only]

  GetAttributeLocation (Name As String) As Int

  GetAttributeSize (Name As String) As Int

  GetAttributeType (Name As String) As Int

  GetManagedStatus As String

  GetUniformLocation (Name As String) As Int

  GetUniformSize (Name As String) As Int

  GetUniformType (Name As String) As Int

  HasAttribute (Name As String) As Boolean

  HasUniform (Name As String) As Boolean

  Initialize (VertexShader As String, FragmentShader As String)

  InitializeWithFiles (VertexShader As lgFileHandle, FragmentShader As lgFileHandle)

  InternalObject As com.badlogic.gdx.graphics.glutils.ShaderProgram [read only]

  IsCompiled As Boolean

  Log As String [read only]

  Pedantic As Boolean

  SetAttributef (Name As String, Value1 As Float, Value2 As Float, Value3 As Float, Value4 As Float)

  SetUniform1f (Name As String, Value As Float)

  SetUniform1fL (Location As Int, Value As Float)

  SetUniform1fV (Name As String, Values() As Float, Offset As Int, Length As Int)

  SetUniform1fVL (Location As Int, Values() As Float, Offset As Int, Length As Int)

  SetUniform1i (Name As String, Value As Int)

  SetUniform1iL (Location As Int, Value As Int)

  SetUniform2f (Name As String, Value1 As Float, Value2 As Float)

  SetUniform2fL (Location As Int, Value1 As Float, Value2 As Float)

  SetUniform2fV (Name As String, Values() As Float, Offset As Int, Length As Int)

  SetUniform2fVL (Location As Int, Values() As Float, Offset As Int, Length As Int)

  SetUniform2i (Name As String, Value1 As Int, Value2 As Int)

  SetUniform2iL (Location As Int, Value1 As Int, Value2 As Int)

  SetUniform3f (Name As String, Value1 As Float, Value2 As Float, Value3 As Float)

  SetUniform3fL (Location As Int, Value1 As Float, Value2 As Float, Value3 As Float)

  SetUniform3fV (Name As String, Values() As Float, Offset As Int, Length As Int)

  SetUniform3fVL (Location As Int, Values() As Float, Offset As Int, Length As Int)

  SetUniform3i (Name As String, Value1 As Int, Value2 As Int, Value3 As Int)

  SetUniform3iL (Location As Int, Value1 As Int, Value2 As Int, Value3 As Int)

  SetUniform4f (Name As String, Value1 As Float, Value2 As Float, Value3 As Float, Value4 As Float)

  SetUniform4fL (Location As Int, Value1 As Float, Value2 As Float, Value3 As Float, Value4 As Float)

  SetUniform4fV (Name As String, Values() As Float, Offset As Int, Length As Int)

  SetUniform4fVL (Location As Int, Values() As Float, Offset As Int, Length As Int)

  SetUniform4i (Name As String, Value1 As Int, Value2 As Int, Value3 As Int, Value4 As Int)

  SetUniform4iL (Location As Int, Value1 As Int, Value2 As Int, Value3 As Int, Value4 As Int)

  SetUniformColor (Name As String, Color As lgColor)

  SetUniformColorL (Location As Int, Color As lgColor)

  SetUniformMatrix3 (Name As String, Matrix As lgMathMatrix3)

  SetUniformMatrix3L (Location As Int, Matrix As lgMathMatrix3)

  SetUniformMatrix3t (Name As String, Matrix As lgMathMatrix3, Transpose As Boolean)

  SetUniformMatrix3tL (Location As Int, Matrix As lgMathMatrix3, Transpose As Boolean)

  SetUniformMatrix4 (Name As String, Matrix As lgMathMatrix4)

  SetUniformMatrix4fV (Name As String, Values() As Float, Offset As Int, Length As Int)

  SetUniformMatrix4fVL (Location As Int, Values() As Float, Offset As Int, Length As Int)

  SetUniformMatrix4L (Location As Int, Matrix As lgMathMatrix4)

  SetUniformMatrix4t (Name As String, Matrix As lgMathMatrix4, Transpose As Boolean)

  SetUniformMatrix4tL (Location As Int, Matrix As lgMathMatrix4, Transpose As Boolean)

  SetVertexAttribute (Name As String, Size As Int, Type As Int, Normalize As Boolean, Stride As Int, Buffer As java.nio.Buffer)

  SetVertexAttribute2 (Name As String, Size As Int, Type As Int, Normalize As Boolean, Stride As Int, Offset As Int)

  SetVertexAttributeL (Location As Int, Size As Int, Type As Int, Normalize As Boolean, Stride As Int, Buffer As java.nio.Buffer)

  SetVertexAttributeL2 (Location As Int, Size As Int, Type As Int, Normalize As Boolean, Stride As Int, Offset As Int)

  Uniforms() As String [read only]

  VertexShaderSource As String [read only]

Members description:

ATTRIBUTE_BINORMAL As String
ATTRIBUTE_COLOR As String
ATTRIBUTE_NORMAL As String
ATTRIBUTE_POSITION_ As String
ATTRIBUTE_TANGENT As String
ATTRIBUTE_TEXCOORD As String
Attributes() As String [read only]
Returns the attributes
Begin
Makes OpenGL ES 2.0 use this vertex and fragment shader pair. When you are done with this shader you have to call End.
DisableVertexAttribute (Name As String)
Disables the vertex attribute with the given name.
dispose
Disposes all resources associated with this shader. Must be called when the shader is no longer used.
EnableVertexAttribute (Name As String)
Enables the vertex attribute with the given name.
End
Disables this shader. Must be called when one is done with the shader. Don't mix it with Dispose, that will release the shader resources.
FetchUniformLocation (Name As String, Pedantic As Boolean) As Int
FragmentShaderSource As String [read only]
Returns the source of the fragment shader.
GetAttributeLocation (Name As String) As Int
Returns the location of the attribute or -1.
GetAttributeSize (Name As String) As Int
Returns the size of the attribute or 0.
GetAttributeType (Name As String) As Int
Returns the type of the attribute, one of lgGL.GL20_FLOAT, lgGL.GL20_FLOAT_VEC2 etc.
GetManagedStatus As String
GetUniformLocation (Name As String) As Int
Returns the location of the uniform or -1.
GetUniformSize (Name As String) As Int
Returns the size of the uniform or 0.
GetUniformType (Name As String) As Int
Returns the type of the uniform, one of lgGL.GL20_FLOAT, lgGL.GL20_FLOAT_VEC2 etc.
HasAttribute (Name As String) As Boolean
Returns whether the attribute is available in the shader
HasUniform (Name As String) As Boolean
Returns whether the uniform is available in the shader
Initialize (VertexShader As String, FragmentShader As String)
Constructs a new ShaderProgram and immediately compiles it.
InitializeWithFiles (VertexShader As lgFileHandle, FragmentShader As lgFileHandle)
Constructs a new ShaderProgram and immediately compiles it.
InternalObject As com.badlogic.gdx.graphics.glutils.ShaderProgram [read only]
IsCompiled As Boolean
Returns whether this ShaderProgram compiled successfully.
Log As String [read only]
Returns the log info for the shader compilation and program linking stage. The shader needs to be bound for this method to have an effect.
Pedantic As Boolean
Gets or sets the flag indicating whether attributes & uniforms must be present at all times.
SetAttributef (Name As String, Value1 As Float, Value2 As Float, Value3 As Float, Value4 As Float)
Sets the given attribute.
Name: the name of the attribute
Value1: the first value
Value2: the second value
Value3: the third value
Value4: the fourth value
SetUniform1f (Name As String, Value As Float)
Sets the uniform with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform1fL (Location As Int, Value As Float)
Sets the uniform with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform1fV (Name As String, Values() As Float, Offset As Int, Length As Int)
SetUniform1fVL (Location As Int, Values() As Float, Offset As Int, Length As Int)
SetUniform1i (Name As String, Value As Int)
Sets the uniform with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform1iL (Location As Int, Value As Int)
Sets the uniform with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform2f (Name As String, Value1 As Float, Value2 As Float)
Sets the uniform with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform2fL (Location As Int, Value1 As Float, Value2 As Float)
Sets the uniform with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform2fV (Name As String, Values() As Float, Offset As Int, Length As Int)
SetUniform2fVL (Location As Int, Values() As Float, Offset As Int, Length As Int)
SetUniform2i (Name As String, Value1 As Int, Value2 As Int)
Sets the uniform with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform2iL (Location As Int, Value1 As Int, Value2 As Int)
Sets the uniform with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform3f (Name As String, Value1 As Float, Value2 As Float, Value3 As Float)
Sets the uniform with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform3fL (Location As Int, Value1 As Float, Value2 As Float, Value3 As Float)
Sets the uniform with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform3fV (Name As String, Values() As Float, Offset As Int, Length As Int)
SetUniform3fVL (Location As Int, Values() As Float, Offset As Int, Length As Int)
SetUniform3i (Name As String, Value1 As Int, Value2 As Int, Value3 As Int)
Sets the uniform with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform3iL (Location As Int, Value1 As Int, Value2 As Int, Value3 As Int)
Sets the uniform with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform4f (Name As String, Value1 As Float, Value2 As Float, Value3 As Float, Value4 As Float)
Sets the uniform with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform4fL (Location As Int, Value1 As Float, Value2 As Float, Value3 As Float, Value4 As Float)
Sets the uniform with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform4fV (Name As String, Values() As Float, Offset As Int, Length As Int)
SetUniform4fVL (Location As Int, Values() As Float, Offset As Int, Length As Int)
SetUniform4i (Name As String, Value1 As Int, Value2 As Int, Value3 As Int, Value4 As Int)
Sets the uniform with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniform4iL (Location As Int, Value1 As Int, Value2 As Int, Value3 As Int, Value4 As Int)
Sets the uniform with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniformColor (Name As String, Color As lgColor)
Sets the uniform with the given name and color. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniformColorL (Location As Int, Color As lgColor)
Sets the uniform with the given location and color. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniformMatrix3 (Name As String, Matrix As lgMathMatrix3)
Sets the uniform matrix with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniformMatrix3L (Location As Int, Matrix As lgMathMatrix3)
Sets the uniform matrix with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniformMatrix3t (Name As String, Matrix As lgMathMatrix3, Transpose As Boolean)
Sets the uniform matrix with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
Transpose: whether the matrix should be transposed
SetUniformMatrix3tL (Location As Int, Matrix As lgMathMatrix3, Transpose As Boolean)
Sets the uniform matrix with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
Transpose: whether the matrix should be transposed
SetUniformMatrix4 (Name As String, Matrix As lgMathMatrix4)
Sets the uniform matrix with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniformMatrix4fV (Name As String, Values() As Float, Offset As Int, Length As Int)
SetUniformMatrix4fVL (Location As Int, Values() As Float, Offset As Int, Length As Int)
SetUniformMatrix4L (Location As Int, Matrix As lgMathMatrix4)
Sets the uniform matrix with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
SetUniformMatrix4t (Name As String, Matrix As lgMathMatrix4, Transpose As Boolean)
Sets the uniform matrix with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
Transpose: whether the matrix should be transposed
SetUniformMatrix4tL (Location As Int, Matrix As lgMathMatrix4, Transpose As Boolean)
Sets the uniform matrix with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
Transpose: whether the matrix should be transposed
SetVertexAttribute (Name As String, Size As Int, Type As Int, Normalize As Boolean, Stride As Int, Buffer As java.nio.Buffer)
Sets the vertex attribute with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
Name: the attribute name
Size: the number of components, must be >= 1 and <= 4
Type: the type, must be one of lgGL.GL20_BYTE, lgGL.GL20_UNSIGNED_BYTE, lgGL.GL20_SHORT, lgGL.GL20_UNSIGNED_SHORT, lgGL.GL20_FIXED, or lgGL.GL20_FLOAT.
Normalize: whether fixed point data should be normalized. Will not work on the desktop
Stride: the stride in bytes between successive attributes
Buffer: the buffer containing the vertex attributes.
SetVertexAttribute2 (Name As String, Size As Int, Type As Int, Normalize As Boolean, Stride As Int, Offset As Int)
Sets the vertex attribute with the given name. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
Name: the attribute name
Size: the number of components, must be >= 1 and <= 4
Type: the type, must be one of lgGL.GL20_BYTE, lgGL.GL20_UNSIGNED_BYTE, lgGL.GL20_SHORT, lgGL.GL20_UNSIGNED_SHORT, lgGL.GL20_FIXED, or lgGL.GL20_FLOAT.
Normalize: whether fixed point data should be normalized.
Stride: the stride in bytes between successive attributes
Offset: byte offset into the vertex buffer object bound to lgGL.GL20_ARRAY_BUFFER.
SetVertexAttributeL (Location As Int, Size As Int, Type As Int, Normalize As Boolean, Stride As Int, Buffer As java.nio.Buffer)
Sets the vertex attribute with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
Size: the number of components, must be >= 1 and <= 4
Type: the type, must be one of lgGL.GL20_BYTE, lgGL.GL20_UNSIGNED_BYTE, lgGL.GL20_SHORT, lgGL.GL20_UNSIGNED_SHORT, lgGL.GL20_FIXED, or lgGL.GL20_FLOAT.
Normalize: whether fixed point data should be normalized. Will not work on the desktop
Stride: the stride in bytes between successive attributes
Buffer: the buffer containing the vertex attributes.
SetVertexAttributeL2 (Location As Int, Size As Int, Type As Int, Normalize As Boolean, Stride As Int, Offset As Int)
Sets the vertex attribute with the given location. Throws an IllegalArgumentException in case it is not called in between a Begin/End block.
Size: the number of components, must be >= 1 and <= 4
Type: the type, must be one of lgGL.GL20_BYTE, lgGL.GL20_UNSIGNED_BYTE, lgGL.GL20_SHORT, lgGL.GL20_UNSIGNED_SHORT, lgGL.GL20_FIXED, or lgGL.GL20_FLOAT.
Normalize: whether fixed point data should be normalized.
Stride: the stride in bytes between successive attributes
Offset: byte offset into the vertex buffer object bound to lgGL.GL20_ARRAY_BUFFER.
Uniforms() As String [read only]
Returns the uniforms
VertexShaderSource As String [read only]
Returns the source of the vertex shader.

lgShapeRenderer


Events:

None

Members:


  Arc (X As Float, Y As Float, Radius As Float, Start As Float, Angle As Float)

  Arc2 (X As Float, Y As Float, Radius As Float, Start As Float, Angle As Float, Segments As Int)

  Begin (ShpType As com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType)

  Box (X As Float, Y As Float, Z As Float, Width As Float, Height As Float, Depth As Float)

  Circle (X As Float, Y As Float, Radius As Float)

  Circle2 (X As Float, Y As Float, Radius As Float, Segments As Int)

  Color As lgColor

  Cone (X As Float, Y As Float, Z As Float, Radius As Float, Height As Float)

  Cone2 (X As Float, Y As Float, Z As Float, Radius As Float, Height As Float, Segments As Int)

  CurrentType As com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType [read only]

  Curve (X1 As Float, Y1 As Float, cX1 As Float, cY1 As Float, cX2 As Float, cY2 As Float, X2 As Float, Y2 As Float, Segments As Int)

  dispose

  Ellipse (X As Float, Y As Float, Width As Float, Height As Float)

  Ellipse2 (X As Float, Y As Float, Width As Float, Height As Float, Segments As Int)

  End

  Flush

  Identity

  Initialize

  Initialize2 (MaxVertices As Int)

  InternalObject As com.badlogic.gdx.graphics.glutils.ShapeRenderer [read only]

  Line (X As Float, Y As Float, X2 As Float, Y2 As Float)

  Line2 (X As Float, Y As Float, Z As Float, X2 As Float, Y2 As Float, Z2 As Float)

  Line3 (V1 As lgMathVector2, V2 As lgMathVector2)

  Line4 (V1 As lgMathVector3, V2 As lgMathVector3)

  Line5 (X As Float, Y As Float, X2 As Float, Y2 As Float, C1 As lgColor, C2 As lgColor)

  Point (X As Float, Y As Float, Z As Float)

  Polygon (Vertices() As Float)

  Polygon2 (Vertices() As Float, Offset As Int, Count As Int)

  Polyline (Vertices() As Float)

  Polyline2 (Vertices() As Float, Offset As Int, Count As Int)

  ProjectionMatrix As lgMathMatrix4

  Rect (X As Float, Y As Float, Width As Float, Height As Float)

  Rect2 (X As Float, Y As Float, Width As Float, Height As Float, Col1 As lgColor, Col2 As lgColor, Col3 As lgColor, Col4 As lgColor)

  Rect3 (X As Float, Y As Float, Width As Float, Height As Float, OriginX As Float, OriginY As Float, Rotation As Float)

  Rect4 (X As Float, Y As Float, Width As Float, Height As Float, OriginX As Float, OriginY As Float, Rotation As Float, Col1 As lgColor, Col2 As lgColor, Col3 As lgColor, Col4 As lgColor)

  Rotate (axisX As Float, axisY As Float, axisZ As Float, Angle As Float)

  Scale (scaleX As Float, scaleY As Float, scaleZ As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  SHAPETYPE_Filled As com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType

  SHAPETYPE_Line As com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType

  SHAPETYPE_Point As com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType

  TransformMatrix As lgMathMatrix4

  Translate (X As Float, Y As Float, Z As Float)

  Triangle (X1 As Float, Y1 As Float, X2 As Float, Y2 As Float, X3 As Float, Y3 As Float)

  X (X As Float, Y As Float, Radius As Float)

Members description:

Arc (X As Float, Y As Float, Radius As Float, Start As Float, Angle As Float)
Calls Arc2 by estimating the number of segments needed for a smooth arc.
Arc2 (X As Float, Y As Float, Radius As Float, Start As Float, Angle As Float, Segments As Int)
Draws an arc with the specified number of segments.
Begin (ShpType As com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType)
Starts a new batch of shapes. All shapes within the batch have to have the type specified. The call to this method must be paired with a call to End. In case OpenGL ES 1.x is used, the projection and modelview matrix will be modified.
Box (X As Float, Y As Float, Z As Float, Width As Float, Height As Float, Depth As Float)
Draws a box. The X, Y and Z coordinate specify the bottom left front corner of the rectangle. The ShapeType passed to Begin has to be SHAPETYPE_Line.
Circle (X As Float, Y As Float, Radius As Float)
Calls Circle2 by estimating the number of segments needed for a smooth circle.
Circle2 (X As Float, Y As Float, Radius As Float, Segments As Int)
Draws a circle with the specified number of segments.
Color As lgColor
Gets or sets the color to be used by shapes.
Cone (X As Float, Y As Float, Z As Float, Radius As Float, Height As Float)
Calls Cone2 by estimating the number of segments needed for a smooth circular base.
Cone2 (X As Float, Y As Float, Z As Float, Radius As Float, Height As Float, Segments As Int)
Draws a cone with the specified number of segments.
CurrentType As com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType [read only]
Returns the current ShapeType used.
Curve (X1 As Float, Y1 As Float, cX1 As Float, cY1 As Float, cX2 As Float, cY2 As Float, X2 As Float, Y2 As Float, Segments As Int)
Draws a curve with the specified number of segments.
dispose
Disposes all resources associated with this ShapeRenderer.
Ellipse (X As Float, Y As Float, Width As Float, Height As Float)
Calls Ellipse2 by estimating the number of segments needed for a smooth ellipse.
Ellipse2 (X As Float, Y As Float, Width As Float, Height As Float, Segments As Int)
Draws an ellipse with the specified number of segments.
End
Finishes the batch of shapes and ensures they get rendered.
Flush
Identity
Sets the transformation matrix to identity.
Initialize
Initialize2 (MaxVertices As Int)
InternalObject As com.badlogic.gdx.graphics.glutils.ShapeRenderer [read only]
Line (X As Float, Y As Float, X2 As Float, Y2 As Float)
Draws a line in the X/Y plane. The ShapeType passed to Begin has to be SHAPETYPE_Line.
Line2 (X As Float, Y As Float, Z As Float, X2 As Float, Y2 As Float, Z2 As Float)
Draws a line. The ShapeType passed to Begin has to be SHAPETYPE_Line.
Line3 (V1 As lgMathVector2, V2 As lgMathVector2)
Draws a line. The ShapeType passed to Begin has to be SHAPETYPE_Line.
Line4 (V1 As lgMathVector3, V2 As lgMathVector3)
Draws a line. The ShapeType passed to Begin has to be SHAPETYPE_Line.
Line5 (X As Float, Y As Float, X2 As Float, Y2 As Float, C1 As lgColor, C2 As lgColor)
Draws a line in the X/Y plane. The ShapeType passed to Begin has to be SHAPETYPE_Line. The line is drawn with 2 colors interpolated between start & end point.
C1: Color at start of the line.
C2: Color at end of the line.
Point (X As Float, Y As Float, Z As Float)
Draws a point. The ShapeType passed to Begin has to be SHAPETYPE_Point.
Polygon (Vertices() As Float)
Draws a polygon in the X/Y plane. The vertices must contain at least 3 points (6 floats X,Y). The ShapeType passed to Begin has to be SHAPETYPE_Line.
Polygon2 (Vertices() As Float, Offset As Int, Count As Int)
Draws a polygon in the X/Y plane. The vertices must contain at least 3 points (6 floats X,Y). The ShapeType passed to Begin has to be SHAPETYPE_Line.
Polyline (Vertices() As Float)
Draws a polyline in the X/Y plane.
Polyline2 (Vertices() As Float, Offset As Int, Count As Int)
Draws a polyline in the X/Y plane. The vertices must contain at least 2 points (4 floats X,Y). The ShapeType passed to Begin has to be SHAPETYPE_Line.
ProjectionMatrix As lgMathMatrix4
Gets or sets the projection matrix to be used for rendering. Usually this will be set to Camera.Combined.
Rect (X As Float, Y As Float, Width As Float, Height As Float)
Draws a rectangle in the X/Y plane. The X and Y coordinates specify the bottom left corner of the rectangle. The ShapeType passed to Begin has to be SHAPETYPE_Filled or SHAPETYPE_Line.
Rect2 (X As Float, Y As Float, Width As Float, Height As Float, Col1 As lgColor, Col2 As lgColor, Col3 As lgColor, Col4 As lgColor)
Draws a rectangle in the X/Y plane with the specified colors. The X and Y coordinates specify the bottom left corner of the rectangle. The ShapeType passed to Begin has to be SHAPETYPE_Filled or SHAPETYPE_Line.
Col1: The color at (x, y)
Col2: The color at (x + width, y)
Col3: The color at (x + width, y + height)
Col4: The color at (x, y + height)
Rect3 (X As Float, Y As Float, Width As Float, Height As Float, OriginX As Float, OriginY As Float, Rotation As Float)
Draws a rectangle in the X/Y plane. The X and Y coordinates specify the bottom left corner of the rectangle. The OriginX and OriginY specify the point about which to rotate the rectangle. The rotation is in degrees.
The ShapeType passed to Begin has to be SHAPETYPE_Filled or SHAPETYPE_Line.
Rect4 (X As Float, Y As Float, Width As Float, Height As Float, OriginX As Float, OriginY As Float, Rotation As Float, Col1 As lgColor, Col2 As lgColor, Col3 As lgColor, Col4 As lgColor)
Draws a rectangle in the X/Y plane with the specified colors. The X and Y coordinates specify the bottom left corner of the rectangle. The OriginX and OriginY specify the point about which to rotate the rectangle. The rotation is in degrees.
The ShapeType passed to Begin has to be SHAPETYPE_Filled or SHAPETYPE_Line.
Col1: The color at (x, y)
Col2: The color at (x + width, y)
Col3: The color at (x + width, y + height)
Col4: The color at (x, y + height)
Rotate (axisX As Float, axisY As Float, axisZ As Float, Angle As Float)
Multiplies the current transformation matrix by a rotation matrix.
Angle: Angle in degrees.
Scale (scaleX As Float, scaleY As Float, scaleZ As Float)
Multiplies the current transformation matrix by a scale matrix.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
Sets the color to be used by shapes.
R: Red, from 0 to 1
G: Green, from 0 to 1
B: Blue, from 0 to 1
A: Alpha, from 0 to 1
SHAPETYPE_Filled As com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType
SHAPETYPE_Line As com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType
SHAPETYPE_Point As com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType
TransformMatrix As lgMathMatrix4
Gets or sets the transformation matrix.
Translate (X As Float, Y As Float, Z As Float)
Multiplies the current transformation matrix by a translation matrix.
Triangle (X1 As Float, Y1 As Float, X2 As Float, Y2 As Float, X3 As Float, Y3 As Float)
X (X As Float, Y As Float, Radius As Float)
Draws two crossed lines.

lgSocket

Socket implementation using java.net.Socket.

Permissions:

android.permission.INTERNET

Events:

None

Members:


  dispose

  InputStream As java.io.InputStream [read only]

  isConnected As Boolean

  OutputStream As java.io.OutputStream [read only]

Members description:

dispose
InputStream As java.io.InputStream [read only]
isConnected As Boolean
OutputStream As java.io.OutputStream [read only]

lgSocketHints

Options for {@link Socket} instances.

Events:

None

Members:


  keepAlive As Boolean

  linger As Boolean

  lingerDuration As Int

  performancePrefBandwidth As Int

  performancePrefConnectionTime As Int

  performancePrefLatency As Int

  receiveBufferSize As Int

  sendBufferSize As Int

  tcpNoDelay As Boolean

  trafficClass As Int

Members description:

keepAlive As Boolean
True to enable SO_KEEPALIVE.
linger As Boolean
Enable/disable SO_LINGER with the specified linger time in seconds. Only affects socket close.
lingerDuration As Int
The linger duration in seconds (NOT milliseconds!). Only used if linger is true!
performancePrefBandwidth As Int
performancePrefConnectionTime As Int
Performance preferences are described by three integers whose values indicate the relative
importance of short connection time, low latency, and high bandwidth. The absolute
values of the integers are irrelevant; in order to choose a protocol the values are
simply compared, with larger values indicating stronger preferences.
Negative values represent a lower priority than positive values. If the application
prefers short connection time over both low latency and high bandwidth, for example,
then it could set performancePrefConnectionTime to 1 and the other properties to 0.
If the application prefers high bandwidth above low latency, and low latency above
short connection time, then it could set performancePrefConnectionTime to 0,
performancePrefLatency to 1 and performancePrefBandwidth to 2.
performancePrefLatency As Int
receiveBufferSize As Int
The SO_RCVBUF (receive buffer) size in bytes.
sendBufferSize As Int
The SO_SNDBUF (send buffer) size in bytes.
tcpNoDelay As Boolean
True to enable TCP_NODELAY (disable/enable Nagle's algorithm).
trafficClass As Int
The traffic class describes the type of connection that shall be established.
The traffic class must be in the range 0 <= trafficClass <= 255.
The traffic class is bitset created by bitwise-or'ing values such the following :
- IPTOS_LOWCOST (0x02) - cheap!
- IPTOS_RELIABILITY (0x04) - reliable connection with little package loss.
- IPTOS_THROUGHPUT (0x08) - lots of data being sent.
- IPTOS_LOWDELAY (0x10) - low delay.

lgSound


Events:

None

Members:


  dispose

  Initialize (Internal As String)

  Initialize2 (File As lgFileHandle)

  InternalObject As com.badlogic.gdx.audio.Sound [read only]

  Loop As Long

  Loop2 (Volume As Float) As Long

  Loop3 (Volume As Float, Pitch As Float, Pan As Float) As Long

  Pause

  Pause2 (SoundId As Long)

  Play As Long

  Play2 (Volume As Float) As Long

  Play3 (Volume As Float, Pitch As Float, Pan As Float) As Long

  Resume

  Resume2 (SoundId As Long)

  SetLooping (SoundId As Long, Looping As Boolean)

  SetPan (SoundId As Long, Pan As Float, Volume As Float)

  SetPitch (SoundId As Long, Pitch As Float)

  SetPriority (SoundId As Long, Priority As Int)

  SetVolume (SoundId As Long, Volume As Float)

  Stop

  Stop2 (SoundId As Long)

Members description:

dispose
Releases all the resources.
Initialize (Internal As String)
Creates a new Sound which is used to play back audio effects such as gun shots or explosions. The Sound's audio data is retrieved from the file specified. Note that the complete audio data is loaded into RAM. The current upper limit for decoded audio is 1 MB. Currently supported formats are WAV, MP3 and OGG. The Sound has to be disposed if it is no longer used via the Dispose method.
Internal: Internal file path.
Initialize2 (File As lgFileHandle)
Creates a new Sound which is used to play back audio effects such as gun shots or explosions. The Sound's audio data is retrieved from the file specified. Note that the complete audio data is loaded into RAM. The current upper limit for decoded audio is 1 MB. Currently supported formats are WAV, MP3 and OGG. The Sound has to be disposed if it is no longer used via the Dispose method.
File: The file handle.
InternalObject As com.badlogic.gdx.audio.Sound [read only]
Loop As Long
Plays the sound, looping. If the sound is already playing, it will be played again, concurrently.
Returns the id of the sound instance if successful, or -1 on failure.
Loop2 (Volume As Float) As Long
Plays the sound, looping. If the sound is already playing, it will be played again, concurrently. You need to stop the sound via a call to Stop2 using the returned id.
Returns the id of the sound instance if successful, or -1 on failure.
Volume: The volume in the range [0,1]
Loop3 (Volume As Float, Pitch As Float, Pan As Float) As Long
Plays the sound, looping. If the sound is already playing, it will be played again, concurrently. You need to stop the sound via a call to Stop2 using the returned id.
Returns the id of the sound instance if successful, or -1 on failure.
Volume: The volume in the range [0,1].
Pitch: The pitch multiplier, 1 = default, >1 = faster, <1 = slower, the value has to be between 0.5 and 2.0.
Pan: Panning in the range -1 (full left) to 1 (full right). 0 is center position.
Pause
Pauses all instances of this sound.
Pause2 (SoundId As Long)
Pauses the sound instance with the given id as returned by Play or Loop. If the sound is no longer playing, this has no effect.
Play As Long
Plays the sound. If the sound is already playing, it will be played again, concurrently.
Returns the id of the sound instance if successful, or -1 on failure.
Play2 (Volume As Float) As Long
Plays the sound. If the sound is already playing, it will be played again, concurrently.
Returns the id of the sound instance if successful, or -1 on failure.
Volume: The volume in the range [0,1].
Play3 (Volume As Float, Pitch As Float, Pan As Float) As Long
Plays the sound. If the sound is already playing, it will be played again, concurrently.
Returns the id of the sound instance if successful, or -1 on failure.
Volume: The volume in the range [0,1].
Pitch: The pitch multiplier, 1 = default, >1 = faster, <1 = slower, the value has to be between 0.5 and 2.0.
Pan: Panning in the range -1 (full left) to 1 (full right). 0 is center position.
Resume
Resumes all paused instances of this sound.
Resume2 (SoundId As Long)
Resumes the sound instance with the given id as returned by Play or Loop. If the sound is not paused, this has no effect.
SetLooping (SoundId As Long, Looping As Boolean)
Sets the sound instance with the given id to be looping. If the sound is no longer playing this has no effect.
SetPan (SoundId As Long, Pan As Float, Volume As Float)
Sets the panning and volume of the sound instance with the given id as returned by Play or Loop. If the sound is no longer playing, this has no effect.
Pan: Panning in the range -1 (full left) to 1 (full right). 0 is center position.
Volume: The volume in the range [0,1].
SetPitch (SoundId As Long, Pitch As Float)
Changes the pitch multiplier of the sound instance with the given id as returned by Play or Loop. If the sound is no longer playing, this has no effect.
Pitch: The pitch multiplier, 1 = default, >1 = faster, <1 = slower, the value has to be between 0.5 and 2.0.
SetPriority (SoundId As Long, Priority As Int)
Sets the priority of a sound currently being played back. Higher priority sounds will be considered last if the maximum number of concurrently playing sounds is exceeded. This is only a hint and might not be honored by a backend implementation.
Priority: The priority (0 = lowest)
SetVolume (SoundId As Long, Volume As Float)
Changes the volume of the sound instance with the given id as returned by Play or Loop. If the sound is no longer playing, this has no effect.
Volume: The volume in the range 0 (silent) to 1 (max volume).
Stop
Stops playing all instances of this sound.
Stop2 (SoundId As Long)
Stops the sound instance with the given id as returned by Play or Loop. If the sound is no longer playing, this has no effect.

lgSprite


Events:

None

Members:


  BoundingRectangle As lgMathRectangle [read only]

  Color As lgColor

  Draw (SpriteBatch As lgSpriteBatch)

  DrawAlpha (SpriteBatch As lgSpriteBatch, AlphaModulation As Float)

  Flip (X As Boolean, Y As Boolean)

  Height As Float [read only]

  Initialize

  InitializeWithRegion (TextureRegion As lgTextureRegion)

  InitializeWithRegion2 (TextureRegion As lgTextureRegion, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int)

  InitializeWithSprite (Sprite As lgSprite)

  InitializeWithTexture (Texture As lgTexture)

  InitializeWithTexture2 (Texture As lgTexture, srcWidth As Int, srcHeight As Int)

  InitializeWithTexture3 (Texture As lgTexture, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int)

  InternalObject As com.badlogic.gdx.graphics.g2d.Sprite [read only]

  OriginX As Float [read only]

  OriginY As Float [read only]

  Rotate (Degrees As Float)

  Rotate90 (Clockwise As Boolean)

  Rotation As Float

  Scale (Amount As Float)

  ScaleX As Float [read only]

  ScaleY As Float [read only]

  Scroll (xAmount As Float, yAmount As Float)

  Set (Sprite As lgSprite)

  SetBounds (X As Float, Y As Float, Width As Float, Height As Float)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  SetOrigin (originX As Float, originY As Float)

  SetPosition (X As Float, Y As Float)

  SetRegion (U As Float, V As Float, U2 As Float, V2 As Float)

  SetScale (scaleX As Float, scaleY As Float)

  SetSize (Width As Float, Height As Float)

  Translate (xAmount As Float, yAmount As Float)

  TranslateX (xAmount As Float)

  TranslateY (yAmount As Float)

  U As Float [write only]

  U2 As Float [write only]

  V As Float [write only]

  V2 As Float [write only]

  Vertices() As Float [read only]

  Width As Float [read only]

  X As Float

  Y As Float

Members description:

BoundingRectangle As lgMathRectangle [read only]
Returns the bounding axis aligned Rectangle that bounds this sprite. The rectangles x and y coordinates describe its bottom left corner. If you change the position or size of the sprite, you have to fetch the triangle again for it to be recomputed.
Color As lgColor
Gets or sets the color used to tint this sprite. Default is White.
Draw (SpriteBatch As lgSpriteBatch)
DrawAlpha (SpriteBatch As lgSpriteBatch, AlphaModulation As Float)
Flip (X As Boolean, Y As Boolean)
Height As Float [read only]
Returns the height of the sprite, not accounting for scale.
Initialize
Creates a sprite. It will need a texture region and bounds set before it can be drawn.
InitializeWithRegion (TextureRegion As lgTextureRegion)
Creates a sprite based on a specific TextureRegion. The new sprite region is a copy of the given region; altering one does not affect the other.
InitializeWithRegion2 (TextureRegion As lgTextureRegion, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int)
Creates a sprite with width, height, and texture region equal to the specified size, relative to specified sprite's texture region.
srcWidth: The width of the texture region. May be negative to flip the sprite when drawn.
srcHeight: The height of the texture region. May be negative to flip the sprite when drawn.
InitializeWithSprite (Sprite As lgSprite)
Creates a sprite that is a copy in every way of the specified sprite.
InitializeWithTexture (Texture As lgTexture)
Creates a sprite with width, height, and texture region equal to the size of the given texture.
InitializeWithTexture2 (Texture As lgTexture, srcWidth As Int, srcHeight As Int)
Creates a sprite with width, height, and texture region equal to the specified size. The texture region's upper left corner will be 0,0.
srcWidth: The width of the texture region. May be negative to flip the sprite when drawn.
srcHeight: The height of the texture region. May be negative to flip the sprite when drawn.
InitializeWithTexture3 (Texture As lgTexture, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int)
Creates a sprite with width, height, and texture region equal to the specified size.
srcWidth: The width of the texture region. May be negative to flip the sprite when drawn.
srcHeight: The height of the texture region. May be negative to flip the sprite when drawn.
InternalObject As com.badlogic.gdx.graphics.g2d.Sprite [read only]
OriginX As Float [read only]
OriginY As Float [read only]
Rotate (Degrees As Float)
Sets the sprite rotation in degrees relative to the current rotation. Rotation is centered on the origin set with SetOrigin.
Rotate90 (Clockwise As Boolean)
Rotates this sprite 90 degrees in-place by rotating the texture coordinates. This rotation is unaffected by Rotation and Rotate.
Rotation As Float
Gets or sets the rotation of the sprite in degrees. Rotation is centered on the origin set with SetOrigin.
Scale (Amount As Float)
Sets the sprite scale relative to the current scale. For example: original scale 2 -> sprite.scale(4) -> final scale 6.
The sprite scales out from the origin. This will not affect the Width and Height values.
ScaleX As Float [read only]
Gets the X scale of the sprite, independent of the size set by SetSize.
ScaleY As Float [read only]
Gets the Y scale of the sprite, independent of the size set by SetSize.
Scroll (xAmount As Float, yAmount As Float)
Offsets the region relative to the current region. Generally the region's size should be the entire size of the texture in the direction(s) it is scrolled.
xAmount: The percentage to offset horizontally.
yAmount: The percentage to offset vertically. This is done in texture space, so up is negative.
Set (Sprite As lgSprite)
Makes this sprite a copy in every way of the specified sprite.
SetBounds (X As Float, Y As Float, Width As Float, Height As Float)
Sets the position and size of the sprite when drawn, before scaling and rotation are applied. If origin, rotation, or scale are changed, it is slightly more efficient to set the bounds after those operations.
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
Sets the color of this sprite.
R: Red, from 0 to 1
G: Green, from 0 to 1
B: Blue, from 0 to 1
A: Alpha, from 0 to 1
SetOrigin (originX As Float, originY As Float)
Sets the origin in relation to the sprite position for scaling and rotation.
SetPosition (X As Float, Y As Float)
Sets the position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to set the position after those operations. If both position and size are to be changed, it is better to use SetBounds.
SetRegion (U As Float, V As Float, U2 As Float, V2 As Float)
SetScale (scaleX As Float, scaleY As Float)
Sets the sprite scale for both X and Y. The sprite scales out from the origin. This will not affect the Width and Height values.
SetSize (Width As Float, Height As Float)
Sets the size of the sprite when drawn, before scaling and rotation are applied. If origin, rotation, or scale are changed, it is slightly more efficient to set the size after those operations. If both position and size are to be changed, it is better to use SetBounds.
Translate (xAmount As Float, yAmount As Float)
Sets the position relative to the current position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to translate after those operations.
TranslateX (xAmount As Float)
Sets the X position relative to the current position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to translate after those operations.
TranslateY (yAmount As Float)
Sets the Y position relative to the current position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to translate after those operations.
U As Float [write only]
U2 As Float [write only]
V As Float [write only]
V2 As Float [write only]
Vertices() As Float [read only]
Returns the packed vertices, colors, and texture coordinates for this sprite.
Width As Float [read only]
Returns the width of the sprite, not accounting for scale.
X As Float
Gets or sets the X position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to set the position after those operations. If both position and size are to be changed, it is better to use SetBounds.
Y As Float
Gets or sets the Y position where the sprite will be drawn. If origin, rotation, or scale are changed, it is slightly more efficient to set the position after those operations. If both position and size are to be changed, it is better to use SetBounds.

lgSpriteBatch


Events:

None

Members:


  Begin

  BlendDstFunc As Int [read only]

  BlendSrcFunc As Int [read only]

  Color As lgColor

  CreateDefaultShader As lgShaderProgram

  DisableBlending

  dispose

  DrawRegion (Region As lgTextureRegion, X As Float, Y As Float)

  DrawRegion2 (Region As lgTextureRegion, X As Float, Y As Float, Width As Float, Height As Float)

  DrawRegion3 (Region As lgTextureRegion, X As Float, Y As Float, originX As Float, originY As Float, Width As Float, Height As Float, scaleX As Float, scaleY As Float, Rotation As Float)

  DrawTex (Texture As lgTexture, X As Float, Y As Float)

  DrawTex2 (Texture As lgTexture, X As Float, Y As Float, Width As Float, Height As Float)

  DrawTex3 (Texture As lgTexture, X As Float, Y As Float, Width As Float, Height As Float, U As Float, V As Float, U2 As Float, V2 As Float)

  DrawTex4 (Texture As lgTexture, X As Float, Y As Float, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int)

  DrawTex5 (Texture As lgTexture, X As Float, Y As Float, originX As Float, originY As Float, Width As Float, Height As Float, scaleX As Float, scaleY As Float, Rotation As Float, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int, flipX As Boolean, flipY As Boolean)

  DrawTexVert (Texture As lgTexture, SpriteVertices() As Float, Offset As Int, Count As Int)

  EnableBlending

  End

  Flush

  Initialize

  Initialize2 (Size As Int)

  Initialize3 (Size As Int, DefaultShader As lgShaderProgram)

  InternalObject As com.badlogic.gdx.graphics.g2d.SpriteBatch [read only]

  IsBlendingEnabled As Boolean

  MaxSpritesInBatch As Int [read only]

  ProjectionMatrix As lgMathMatrix4

  RenderCalls As Int [read only]

  SetBlendFunction (srcFunc As Int, dstFunc As Int)

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  Shader As lgShaderProgram [write only]

  TotalRenderCalls As Int [read only]

  TransformMatrix As lgMathMatrix4

Members description:

Begin
Sets up the SpriteBatch for drawing. This will disable depth buffer writing. It enables blending and texturing. If you have more texture units enabled than the first one you have to disable them before calling this. Uses a screen coordinate system by default where everything is given in pixels. You can specify your own projection and modelview matrices via ProjectionMatrix and TransformMatrix.
BlendDstFunc As Int [read only]
BlendSrcFunc As Int [read only]
Color As lgColor
Gets or sets the color used to tint images when they are added to the SpriteBatch. Default is White.
CreateDefaultShader As lgShaderProgram
Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified.
DisableBlending
Disables blending for drawing sprites. Calling this within Begin/End will flush the batch.
dispose
Disposes all resources associated with this SpriteBatch.
DrawRegion (Region As lgTextureRegion, X As Float, Y As Float)
Draws a rectangle with the bottom left corner at X,Y having the width and height of the region.
X: The x-coordinate in screen space
Y: The y-coordinate in screen space
DrawRegion2 (Region As lgTextureRegion, X As Float, Y As Float, Width As Float, Height As Float)
Draws a rectangle with the bottom left corner at X,Y and stretching the region to cover the given width and height.
X: The x-coordinate in screen space
Y: The y-coordinate in screen space
DrawRegion3 (Region As lgTextureRegion, X As Float, Y As Float, originX As Float, originY As Float, Width As Float, Height As Float, scaleX As Float, scaleY As Float, Rotation As Float)
Draws a rectangle with the bottom left corner at X,Y and stretching the region to cover the given width and height. The rectangle is offset by originX, originY relative to the origin. Scale specifies the scaling factor by which the rectangle should be scaled around originX, originY. Rotation specifies the angle of counter clockwise rotation of the rectangle around originX, originY.
DrawTex (Texture As lgTexture, X As Float, Y As Float)
Draws a rectangle with the bottom left corner at X,Y having the width and height of the texture.
X: The X-coordinate in screen space
Y: The Y-coordinate in screen space
DrawTex2 (Texture As lgTexture, X As Float, Y As Float, Width As Float, Height As Float)
Draws a rectangle with the bottom left corner at X,Y and stretching the region to cover the given width and height.
X: The X-coordinate in screen space
Y: The Y-coordinate in screen space
DrawTex3 (Texture As lgTexture, X As Float, Y As Float, Width As Float, Height As Float, U As Float, V As Float, U2 As Float, V2 As Float)
Draws a rectangle with the bottom left corner at X,Y having the given width and height in pixels. The portion of the Texture given by U, V and U2, V2 are used. These coordinates and sizes are given in texture size percentage. The rectangle will have the given tint Color.
X: The X-coordinate in screen space
Y: The Y-coordinate in screen space
DrawTex4 (Texture As lgTexture, X As Float, Y As Float, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int)
Draws a rectangle with the bottom left corner at X,Y having the given width and height in pixels. The portion of the Texture given by srcX, srcY and srcWidth, srcHeight are used. These coordinates and sizes are given in texels.
X: The X-coordinate in screen space
Y: The Y-coordinate in screen space
srcX: The X-coordinate in texel space
srcY: The Y-coordinate in texel space
srcWidth: The source width in texels
srcHeight: The source height in texels
DrawTex5 (Texture As lgTexture, X As Float, Y As Float, originX As Float, originY As Float, Width As Float, Height As Float, scaleX As Float, scaleY As Float, Rotation As Float, srcX As Int, srcY As Int, srcWidth As Int, srcHeight As Int, flipX As Boolean, flipY As Boolean)
Draws a rectangle with the bottom left corner at X,Y having the given width and height in pixels. The rectangle is offset by originX, originY relative to the origin. Scale specifies the scaling factor by which the rectangle should be scaled around originX, originY. Rotation specifies the angle of counter clockwise rotation of the rectangle around originX, originY. The portion of the Texture given by srcX, srcY and srcWidth, srcHeight is used. These coordinates and sizes are given in texels. flipX and flipY specify whether the texture portion should be flipped horizontally or vertically.
X: The X-coordinate in screen space
Y: The Y-coordinate in screen space
originX: The x-coordinate of the scaling and rotation origin relative to the screen space coordinates
originY: The y-coordinate of the scaling and rotation origin relative to the screen space coordinates
Width: The width in pixels
Height: The height in pixels
scaleX: The scale of the rectangle around originX/originY in x
scaleY: The scale of the rectangle around originX/originY in y
Rotation: The angle of counter clockwise rotation of the rectangle around originX/originY
srcX: The x-coordinate in texel space
srcY: The y-coordinate in texel space
srcWidth: The source width in texels
srcHeight: The source height in texels
flipX: Whether to flip the sprite horizontally
flipY: Whether to flip the sprite vertically
DrawTexVert (Texture As lgTexture, SpriteVertices() As Float, Offset As Int, Count As Int)
Draws a rectangle using the given vertices. There must be 4 vertices, each made up of 5 elements in this order: x, y, color, u, v. The Color from the SpriteBatch is not applied.
EnableBlending
Enables blending for sprites. Calling this within Begin/End will flush the batch.
End
Finishes off rendering. Enables depth writes, disables blending and texturing. Must always be called after a call to Begin.
Flush
Causes any pending sprites to be rendered, without ending the SpriteBatch.
Initialize
Constructs a new SpriteBatch with a size of 1000, one buffer, and (if GL2) the default shader. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with respect to the screen resolution.
Initialize2 (Size As Int)
Constructs a SpriteBatch with the specified size, one buffer, and (if GL2) the default shader.
Size: The max number of sprites in a single batch. Max of 5460.
Initialize3 (Size As Int, DefaultShader As lgShaderProgram)
Constructs a SpriteBatch with the specified size and shader. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with respect to the screen resolution.
Size: The max number of sprites in a single batch. Max of 5460.
DefaultShader: The default shader to use. This is not owned by the SpriteBatch and must be disposed separately.
InternalObject As com.badlogic.gdx.graphics.g2d.SpriteBatch [read only]
IsBlendingEnabled As Boolean
Returns whether blending for sprites is enabled.
MaxSpritesInBatch As Int [read only]
Returns the maximum number of sprites rendered in one batch so far.
ProjectionMatrix As lgMathMatrix4
Gets or sets the projection matrix to be used by this SpriteBatch. If this is called inside a Begin/End block, the current batch is flushed to the GPU.
RenderCalls As Int [read only]
Returns the number of render calls since the last Begin.
SetBlendFunction (srcFunc As Int, dstFunc As Int)
Sets the blending function to be used when rendering sprites.
srcFunc: The source function, e.g. GL10_SRC_ALPHA. If set to -1, SpriteBatch won't change the blending function.
dstFunc: The destination function, e.g. GL10_ONE_MINUS_SRC_ALPHA
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
Sets the color used to tint images when they are added to the SpriteBatch. Default is White.
R: Red, from 0 to 1
G: Green, from 0 to 1
B: Blue, from 0 to 1
A: Alpha, from 0 to 1
Shader As lgShaderProgram [write only]
Sets the shader to be used in a GL ES 2.0 environment. The vertex position attribute is called "a_position",
the texture coordinates attribute is called "a_texCoord0" and the color attribute is called "a_color". See the
lgShaderProgram.ATTRIBUTE constants. The texture coordinates attribute gets "0" appended to indicate the use
of the first texture unit. The combined transform and projection matrix is uploaded via a mat4 uniform called
"u_projTrans". The texture sampler is passed via a uniform called "u_texture".
This function will flush the batch before setting the new shader, so you can call it between Begin and End.
TotalRenderCalls As Int [read only]
Returns the number of rendering calls ever. Will not be reset.
TransformMatrix As lgMathMatrix4
Gets or sets the transform matrix to be used by this SpriteBatch. If this is called inside a Begin/End block, the current batch is flushed to the GPU.

lgTexture


Events:

None

Members:


  Bind

  Bind2 (Unit As Int)

  CreateGLHandle As Int

  dispose

  Draw (Pixmap As lgPixmap, X As Int, Y As Int)

  EnforcePowerOfTwoImages As Boolean [write only]

  FILTER_Linear As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMap As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapLinearLinear As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapLinearNearest As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapNearestLinear As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapNearestNearest As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_Nearest As com.badlogic.gdx.graphics.Texture.TextureFilter

  GetTextureData As lgTextureData

  Height As Int [read only]

  Initialize (InternalPath As String)

  InitializeWithData (Data As lgTextureData)

  InitializeWithFile (File As lgFileHandle)

  InitializeWithFile2 (File As lgFileHandle, UseMipMaps As Boolean)

  InitializeWithPixmap (Pixmap As lgPixmap)

  InitializeWithPixmap2 (Pixmap As lgPixmap, UseMipMaps As Boolean)

  InternalObject As com.badlogic.gdx.graphics.Texture [read only]

  IsManaged As Boolean

  Load (Data As lgTextureData)

  MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter [read only]

  ManagedStatus As String [read only]

  MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter [read only]

  NumManagedTextures As Int [read only]

  SetAssetManager (AssetMgr As lgAssetManager)

  SetFilter (MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter)

  SetWrap (U As com.badlogic.gdx.graphics.Texture.TextureWrap, V As com.badlogic.gdx.graphics.Texture.TextureWrap)

  TextureObjectHandle As Int [read only]

  UWrap As com.badlogic.gdx.graphics.Texture.TextureWrap [read only]

  VWrap As com.badlogic.gdx.graphics.Texture.TextureWrap [read only]

  Width As Int [read only]

  WRAP_ClampToEdge As com.badlogic.gdx.graphics.Texture.TextureWrap

  WRAP_MirroredRepeat As com.badlogic.gdx.graphics.Texture.TextureWrap

  WRAP_Repeat As com.badlogic.gdx.graphics.Texture.TextureWrap

Members description:

Bind
Binds this texture. The texture will be bound to the currently active texture unit specified via glActiveTexture.
Bind2 (Unit As Int)
Binds the texture to the given texture unit. Sets the currently active texture unit via glActiveTexture.
CreateGLHandle As Int
dispose
Disposes all resources associated with the texture.
Draw (Pixmap As lgPixmap, X As Int, Y As Int)
Draws the given Pixmap to the texture at position X, Y. No clipping is performed so you have to make sure that you draw only inside the texture region. Note that this will only draw to mipmap level 0!
EnforcePowerOfTwoImages As Boolean [write only]
Sets whether to enforce power of two images in OpenGL ES 1.0 or not.
FILTER_Linear As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMap As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapLinearLinear As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapLinearNearest As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapNearestLinear As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapNearestNearest As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_Nearest As com.badlogic.gdx.graphics.Texture.TextureFilter
GetTextureData As lgTextureData
Height As Int [read only]
Returns the height of the texture in pixels.
Initialize (InternalPath As String)
InitializeWithData (Data As lgTextureData)
InitializeWithFile (File As lgFileHandle)
InitializeWithFile2 (File As lgFileHandle, UseMipMaps As Boolean)
InitializeWithPixmap (Pixmap As lgPixmap)
InitializeWithPixmap2 (Pixmap As lgPixmap, UseMipMaps As Boolean)
InternalObject As com.badlogic.gdx.graphics.Texture [read only]
IsManaged As Boolean
Returns whether this texture is managed or not.
Load (Data As lgTextureData)
New data must have the same managed status as the old data.
MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter [read only]
ManagedStatus As String [read only]
MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter [read only]
NumManagedTextures As Int [read only]
Returns the number of managed textures currently loaded.
SetAssetManager (AssetMgr As lgAssetManager)
Sets the AssetManager. When the context is lost, textures managed by the asset manager are reloaded by the manager on a separate thread. Textures not managed by the AssetManager are reloaded via the usual means on the rendering thread.
SetFilter (MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter)
SetWrap (U As com.badlogic.gdx.graphics.Texture.TextureWrap, V As com.badlogic.gdx.graphics.Texture.TextureWrap)
Sets the TextureWrap for this texture on the U and V axis. This will bind this texture!
U: The U wrap
V: The V wrap
TextureObjectHandle As Int [read only]
UWrap As com.badlogic.gdx.graphics.Texture.TextureWrap [read only]
VWrap As com.badlogic.gdx.graphics.Texture.TextureWrap [read only]
Width As Int [read only]
Returns the width of the texture in pixels.
WRAP_ClampToEdge As com.badlogic.gdx.graphics.Texture.TextureWrap
WRAP_MirroredRepeat As com.badlogic.gdx.graphics.Texture.TextureWrap
WRAP_Repeat As com.badlogic.gdx.graphics.Texture.TextureWrap

lgTextureAtlas


Events:

None

Members:


  AddRegion (Name As String, Region As lgTextureRegion) As lgTextureAtlasRegion

  AddRegion2 (Name As String, Texture As lgTexture, X As Int, Y As Int, Width As Int, Height As Int) As lgTextureAtlasRegion

  Create9Patch (Name As String) As lgNinePatch

  CreateRegionDrawable (Name As String) As lgScn2DTextureRegionDrawable

  CreateSprite (Name As String) As lgSprite

  CreateSprite2 (Name As String, Index As Int) As lgSprite

  CreateSprites As List

  CreateSprites2 (Name As String) As List

  dispose

  FindRegion (Name As String) As lgTextureAtlasRegion

  FindRegion2 (Name As String, Index As Int) As lgTextureAtlasRegion

  FindRegions (Name As String) As List

  FindRegions2 (Name As String) As lgTextureAtlasRegion()

  GetAllRegions As List

  GetAllTextures As List

  Initialize

  InitializeWithFile (Internal As String)

  InitializeWithFile2 (PackFile As lgFileHandle)

  InitializeWithFile3 (PackFile As lgFileHandle, ImagesDir As lgFileHandle)

  InternalObject As com.badlogic.gdx.graphics.g2d.TextureAtlas [read only]

Members description:

AddRegion (Name As String, Region As lgTextureRegion) As lgTextureAtlasRegion
Adds a region to the atlas. The texture for the specified region will be disposed when the atlas is disposed.
AddRegion2 (Name As String, Texture As lgTexture, X As Int, Y As Int, Width As Int, Height As Int) As lgTextureAtlasRegion
Adds a region to the atlas. The specified texture will be disposed when the atlas is disposed.
Create9Patch (Name As String) As lgNinePatch
Returns the first region found with the specified name as a NinePatch. The region must have been packed with ninepatch splits. This method uses string comparison to find the region and constructs a new ninepatch, so the result should be cached rather than calling this method multiple times.
CreateRegionDrawable (Name As String) As lgScn2DTextureRegionDrawable
Returns the first region found with the specified name as a TextureRegionDrawable. This method uses string comparison to find the region and constructs a new TextureRegionDrawable, so the result should be cached rather than calling this method multiple times.
MinWidth and MinHeight are set to the region size.
CreateSprite (Name As String) As lgSprite
Returns the first region found with the specified name as a sprite. If whitespace was stripped from the region when it was packed, the sprite is automatically positioned as if whitespace had not been stripped. This method uses string comparison to find the region and constructs a new sprite, so the result should be cached rather than calling this method multiple times.
CreateSprite2 (Name As String, Index As Int) As lgSprite
Returns the first region found with the specified name and index as a sprite. This method uses string comparison to find the region and constructs a new sprite, so the result should be cached rather than calling this method multiple times.
CreateSprites As List
Returns all regions in the atlas as sprites. This method uses string comparison to find the regions and constructs new sprites, so the result should be cached rather than calling this method multiple times.
CreateSprites2 (Name As String) As List
Returns all regions with the specified name as sprites, ordered by smallest to largest index. This method uses string comparison to find the regions and constructs new sprites, so the result should be cached rather than calling this method multiple times.
dispose
Releases all resources associated with this TextureAtlas instance. This releases all the textures backing all TextureRegions and Sprites, which should no longer be used after calling Dispose.
FindRegion (Name As String) As lgTextureAtlasRegion
Returns the first region found with the specified name. This method uses string comparison to find the region, so the result should be cached rather than calling this method multiple times.
FindRegion2 (Name As String, Index As Int) As lgTextureAtlasRegion
Returns the first region found with the specified name and index. This method uses string comparison to find the region, so the result should be cached rather than calling this method multiple times.
FindRegions (Name As String) As List
Returns all regions with the specified name, ordered by smallest to largest index, in a list. This method uses string comparison to find the regions, so the result should be cached rather than calling this method multiple times.
FindRegions2 (Name As String) As lgTextureAtlasRegion()
Returns all regions with the specified name, ordered by smallest to largest index, in an array. This method uses string comparison to find the regions, so the result should be cached rather than calling this method multiple times.
GetAllRegions As List
Returns all regions in the atlas.
GetAllTextures As List
Returns the textures of the pages, unordered.
Initialize
Creates an empty atlas to which regions can be added.
InitializeWithFile (Internal As String)
Loads the specified pack file, using the internal path to find the page images.
InitializeWithFile2 (PackFile As lgFileHandle)
Loads the specified pack file, using the parent directory of the pack file to find the page images.
InitializeWithFile3 (PackFile As lgFileHandle, ImagesDir As lgFileHandle)
Loads the specified pack file and find the page images in the specified directory.
InternalObject As com.badlogic.gdx.graphics.g2d.TextureAtlas [read only]

lgTextureAtlasRegion


Events:

None

Members:


  Flip (X As Boolean, Y As Boolean)

  Index As Int [read only]

  Initialize (Region As lgTextureAtlasRegion)

  InternalObject As com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion [read only]

  IsFlipX As Boolean

  IsFlipY As Boolean

  Name As String [read only]

  OffsetX As Float [read only]

  OffsetY As Float [read only]

  OriginalHeight As Int [read only]

  OriginalWidth As Int [read only]

  PackedHeight As Int [read only]

  PackedWidth As Int [read only]

  Pads() As Int [read only]

  RegionHeight As Int

  RegionWidth As Int

  RegionX As Int

  RegionY As Int

  Scroll (xAmount As Float, yAmount As Float)

  SetRegion (X As Int, Y As Int, Width As Int, Height As Int)

  SetRegion2 (U As Float, V As Float, U2 As Float, V2 As Float)

  Split (TileWidth As Int, TileHeight As Int) As lgTextureRegion(,)

  Splits() As Int [read only]

  Texture As lgTexture

  U As Float

  U2 As Float

  V As Float

  V2 As Float

Members description:

Flip (X As Boolean, Y As Boolean)
Flips the region, adjusting the offset so the image appears to be flip as if no whitespace has been removed for packing.
Index As Int [read only]
Gets the number at the end of the original image file name, or -1 if none.
When sprites are packed, if the original file name ends with a number, it is stored as the index and is not considered as part of the sprite's name. This is useful for keeping animation frames in order.
Initialize (Region As lgTextureAtlasRegion)
Creates a new TextureAtlasRegion by copying the region and the properties of another TextureAtlasRegion.
InternalObject As com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion [read only]
IsFlipX As Boolean
IsFlipY As Boolean
Name As String [read only]
Gets the name of the original image file, up to the first underscore. Underscores denote special instructions to the texture packer.
OffsetX As Float [read only]
Gets the offset from the left of the original image to the left of the packed image, after whitespace was removed for packing.
OffsetY As Float [read only]
Gets the offset from the bottom of the original image to the bottom of the packed image, after whitespace was removed for packing.
OriginalHeight As Int [read only]
Gets the height of the image, before whitespace was removed for packing.
OriginalWidth As Int [read only]
Gets the width of the image, before whitespace was removed and rotation was applied for packing.
PackedHeight As Int [read only]
Gets the height of the image, after whitespace was removed for packing.
PackedWidth As Int [read only]
Gets the width of the image, after whitespace was removed for packing.
Pads() As Int [read only]
Gets the ninepatch pads, or null if not a ninepatch or has no padding. Returns 4 elements: left, right, top, bottom.
RegionHeight As Int
RegionWidth As Int
RegionX As Int
RegionY As Int
Scroll (xAmount As Float, yAmount As Float)
Offsets the region relative to the current region. Generally the region's size should be the entire size of the texture in the direction(s) it is scrolled.
xAmount: The percentage to offset horizontally.
yAmount: The percentage to offset vertically. This is done in texture space, so up is negative.
SetRegion (X As Int, Y As Int, Width As Int, Height As Int)
SetRegion2 (U As Float, V As Float, U2 As Float, V2 As Float)
Split (TileWidth As Int, TileHeight As Int) As lgTextureRegion(,)
Creates tiles out of this TextureRegion starting from the top left corner going to the left and ending at the bottom right corner. Only complete tiles will be returned so if the region's width or height are not a multiple of the tile width and height not all of the region will be used. This will not work on texture regions returned from a TextureAtlas that have whitespace removed.
Returns a 2D array of TextureRegions indexed by (row,column).
TileWidth: A tile's width in pixels
TileHeight: A tile's height in pixels
Splits() As Int [read only]
Gets the ninepatch splits, or null if not a ninepatch. Returns 4 elements: left, right, top, bottom.
Texture As lgTexture
U As Float
U2 As Float
V As Float
V2 As Float

lgTextureData


Events:

None

Members:


  consumeCompressedData

  consumePixmap As lgPixmap

  DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType

  disposePixmap As Boolean

  Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]

  Height As Int [read only]

  isManaged As Boolean

  isPrepared As Boolean

  prepare

  Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]

  useMipMaps As Boolean

  Width As Int [read only]

Members description:

consumeCompressedData
Uploads the pixel data to the OpenGL ES texture. The caller must bind an OpenGL ES texture. A call to Prepare must preceed a call to this method.
consumePixmap As lgPixmap
Returns the Pixmap for upload by Texture. A call to Prepare must preceed a call to this method. Any internal datastructures created in Prepare should be disposed of here.
DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType
disposePixmap As Boolean
Returns whether the caller of ConsumePixmap should dispose the Pixmap returned by ConsumePixmap.
Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]
Returns the format of the pixel data.
Height As Int [read only]
Returns the height of the pixel data.
isManaged As Boolean
Returns whether this implementation can cope with a EGL context loss.
isPrepared As Boolean
Returns whether the TextureData is prepared or not.
prepare
Prepares the TextureData for a call to ConsumePixmap or ConsumeCompressedData. This method can be called from a non OpenGL thread and should thus not interact with OpenGL.
Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]
Returns the TextureData type.
useMipMaps As Boolean
Returns whether to generate mipmaps or not.
Width As Int [read only]
Returns the width of the pixel data.

lgTextureRegion

Defines a rectangular area of a texture. The coordinate system used has its origin in the upper left corner with the x-axis pointing to the right and the y axis pointing downwards.

Events:

None

Members:


  Flip (X As Boolean, Y As Boolean)

  Initialize

  InitializeWithRegion (Region As lgTextureRegion)

  InitializeWithRegion2 (Region As lgTextureRegion, X As Int, Y As Int, Width As Int, Height As Int)

  InitializeWithTexture (Texture As lgTexture)

  InitializeWithTexture2 (Texture As lgTexture, Width As Int, Height As Int)

  InitializeWithTexture3 (Texture As lgTexture, X As Int, Y As Int, Width As Int, Height As Int)

  InitializeWithTexture4 (Texture As lgTexture, U As Float, V As Float, U2 As Float, V2 As Float)

  InternalObject As com.badlogic.gdx.graphics.g2d.TextureRegion [read only]

  IsFlipX As Boolean

  IsFlipY As Boolean

  RegionHeight As Int

  RegionWidth As Int

  RegionX As Int

  RegionY As Int

  Scroll (xAmount As Float, yAmount As Float)

  SetRegion (X As Int, Y As Int, Width As Int, Height As Int)

  SetRegion2 (U As Float, V As Float, U2 As Float, V2 As Float)

  Split (TileWidth As Int, TileHeight As Int) As lgTextureRegion(,)

  Texture As lgTexture

  U As Float

  U2 As Float

  V As Float

  V2 As Float

Members description:

Flip (X As Boolean, Y As Boolean)
Initialize
Constructs a region with no texture and no coordinates defined.
InitializeWithRegion (Region As lgTextureRegion)
Constructs a region with the same texture and coordinates of the specified region.
InitializeWithRegion2 (Region As lgTextureRegion, X As Int, Y As Int, Width As Int, Height As Int)
Constructs a region with the same texture as the specified region and sets the coordinates relative to the specified region.
Width: The width of the texture region. May be negative to flip the sprite when drawn.
Height: The height of the texture region. May be negative to flip the sprite when drawn.
InitializeWithTexture (Texture As lgTexture)
Constructs a region the size of the specified texture.
InitializeWithTexture2 (Texture As lgTexture, Width As Int, Height As Int)
Constructs a region with the specified texture.
Width: The width of the texture region. May be negative to flip the sprite when drawn.
Height: The height of the texture region. May be negative to flip the sprite when drawn.
InitializeWithTexture3 (Texture As lgTexture, X As Int, Y As Int, Width As Int, Height As Int)
Constructs a region with the specified texture.
Width: The width of the texture region. May be negative to flip the sprite when drawn.
Height: The height of the texture region. May be negative to flip the sprite when drawn.
InitializeWithTexture4 (Texture As lgTexture, U As Float, V As Float, U2 As Float, V2 As Float)
Constructs a region with the specified texture.
InternalObject As com.badlogic.gdx.graphics.g2d.TextureRegion [read only]
IsFlipX As Boolean
IsFlipY As Boolean
RegionHeight As Int
RegionWidth As Int
RegionX As Int
RegionY As Int
Scroll (xAmount As Float, yAmount As Float)
Offsets the region relative to the current region. Generally the region's size should be the entire size of the texture in the direction(s) it is scrolled.
xAmount: The percentage to offset horizontally.
yAmount: The percentage to offset vertically. This is done in texture space, so up is negative.
SetRegion (X As Int, Y As Int, Width As Int, Height As Int)
SetRegion2 (U As Float, V As Float, U2 As Float, V2 As Float)
Split (TileWidth As Int, TileHeight As Int) As lgTextureRegion(,)
Creates tiles out of this TextureRegion starting from the top left corner going to the left and ending at the bottom right corner. Only complete tiles will be returned so if the region's width or height are not a multiple of the tile width and height not all of the region will be used. This will not work on texture regions returned from a TextureAtlas that have whitespace removed.
Returns a 2D array of TextureRegions indexed by (row,column).
TileWidth: A tile's width in pixels
TileHeight: A tile's height in pixels
Texture As lgTexture
U As Float
U2 As Float
V As Float
V2 As Float

lgVertexAttribute

A single vertex attribute defined by its {@link Usage}, its number of components and its shader alias. The Usage is needed for
the fixed function pipeline of OpenGL ES 1.x. Generic attributes are not supported in the fixed function pipeline. The number
of components defines how many components the attribute has. The alias defines to which shader attribute this attribute should
bind. The alias is used by a {@link Mesh} when drawing with a {@link ShaderProgram}. The alias can be changed at any time.

Events:

None

Members:


  alias As String

  Binormal As lgVertexAttribute

  BoneWeight (unit As Int) As lgVertexAttribute

  Color As lgVertexAttribute

  ColorUnpacked As lgVertexAttribute

  equals (obj As Object) As Boolean

  equals2 (other As lgVertexAttribute) As Boolean

  Initialize (Usage As Int, NumComponents As Int, Alias As String)

  Initialize2 (Usage As Int, NumComponents As Int, Alias As String, Index As Int)

  Key As Int [read only]

  Normal As lgVertexAttribute

  NumComponents As Int [read only]

  Offset As Int [read only]

  Position As lgVertexAttribute

  Tangent As lgVertexAttribute

  TexCoords (unit As Int) As lgVertexAttribute

  unit As Int

  Usage As Int [read only]

Members description:

alias As String
the alias for the attribute used in a ShaderProgram
Binormal As lgVertexAttribute
BoneWeight (unit As Int) As lgVertexAttribute
Color As lgVertexAttribute
ColorUnpacked As lgVertexAttribute
equals (obj As Object) As Boolean
Tests to determine if the passed object was created with the same parameters
equals2 (other As lgVertexAttribute) As Boolean
Initialize (Usage As Int, NumComponents As Int, Alias As String)
Constructs a new VertexAttribute.
Usage: one of the lgVertexAttributesUsage constants, used for the fixed function pipeline. Generic attributes are not supported in the fixed function pipeline.
NumComponents: the number of components of this attribute, must be between 1 and 4.
Alias: the alias used in a shader for this attribute. Can be changed after construction.
Initialize2 (Usage As Int, NumComponents As Int, Alias As String, Index As Int)
Constructs a new VertexAttribute.
Usage: one of the lgVertexAttributesUsage constants, used for the fixed function pipeline. Generic attributes are not supported in the fixed function pipeline.
NumComponents: the number of components of this attribute, must be between 1 and 4.
Alias: the alias used in a shader for this attribute. Can be changed after construction.
Index: unit/index of the attribute, used for boneweights and texture coordinates.
Key As Int [read only]
Returns an unique number specifying the usage index (3 MSB) and unit (1 LSB).
Normal As lgVertexAttribute
NumComponents As Int [read only]
the number of components this attribute has
Offset As Int [read only]
the offset of this attribute in bytes
Position As lgVertexAttribute
Tangent As lgVertexAttribute
TexCoords (unit As Int) As lgVertexAttribute
unit As Int
optional unit/index specifier, used for texture coordinates and bone weights
Usage As Int [read only]
the attribute usage (one of the lgVertexAttributesUsage constants)

lgVertexAttributes

Instances of this class specify the vertex attributes of a mesh. VertexAttributes are used by {@link Mesh} instances to define
its vertex structure. Vertex attributes have an order. The order is specified by the order they are added to this class.

Events:

None

Members:


  equals (obj As Object) As Boolean

  findByUsage (usage As Int) As lgVertexAttribute

  get (index As Int) As lgVertexAttribute

  getOffset (usage As Int) As Int

  Initialize (attributes() As lgVertexAttribute)

  Mask As Long [read only]

  size As Int

  toString As String

  VertexSize As Int [read only]

Members description:

equals (obj As Object) As Boolean
findByUsage (usage As Int) As lgVertexAttribute
Returns the first VertexAttribute for the given usage.
usage: The usage of the VertexAttribute to find.
get (index As Int) As lgVertexAttribute
Returns the VertexAttribute at the given index.
getOffset (usage As Int) As Int
Returns the offset for the first VertexAttribute with the specified usage.
usage: The usage of the VertexAttribute.
Initialize (attributes() As lgVertexAttribute)
Sets the vertex attributes in a specific order.
Mask As Long [read only]
Calculates a mask based on the contained VertexAttribute instances. The mask is a bit-wise OR of each lgVertexAttribute.Usage.
Returns the mask.
size As Int

Return type: @return:the number of attributes
toString As String
VertexSize As Int [read only]
the size of a single vertex in bytes

lgVertexAttributesUsage

The usage of a vertex attribute.

Events:

None

Members:


  BiNormal As Int

  BoneWeight As Int

  Color As Int

  ColorPacked As Int

  Generic As Int

  Normal As Int

  Position As Int

  Tangent As Int

  TextureCoordinates As Int

Members description:

BiNormal As Int
BoneWeight As Int
Color As Int
ColorPacked As Int
Generic As Int
Normal As Int
Position As Int
Tangent As Int
TextureCoordinates As Int

LibGDX

libGDX for B4A
based on the nightly builds of v0.9.9
This is an 'Activity Object', it cannot be declared under Sub Process_Globals.

Events:

Create
Dispose
Render
Resize(Width As Int, Height As Int)
Pause
Resume

Members:


  Audio As lgAudio

  CallSubUI (SubName As String, Parameter As Object)

  Clipboard As lgClipboard

  exit

  Files As lgFiles

  Graphics As lgGraphics

  Initialize (UseGL2IfAvailable As Boolean, evtPrefix As String)

  Initialize2 (Configuration As lgConfiguration, evtPrefix As String)

  InitializeView (UseGL2IfAvailable As Boolean, evtPrefix As String) As ConcreteViewWrapper

  InitializeView2 (Configuration As lgConfiguration, evtPrefix As String) As ConcreteViewWrapper

  Input As lgInput

  IsInitialized As Boolean

  JavaHeap As Long [read only]

  LibGDXVersion As String

  LogLevel As Int

  LOGLEVEL_Debug As Int

  LOGLEVEL_Error As Int

  LOGLEVEL_Info As Int

  LOGLEVEL_None As Int

  NativeHeap As Long [read only]

  Net As lgNet

  Pause

  Resume

  Version As Int [read only]

Members description:

Audio As lgAudio
CallSubUI (SubName As String, Parameter As Object)
Calls a sub in the UI thread with the given parameter. This allows to change the properties of other views, show a MsgBox, etc.
Clipboard As lgClipboard
exit
Files As lgFiles
Graphics As lgGraphics
Initialize (UseGL2IfAvailable As Boolean, evtPrefix As String)
This function has to be called in Activity_Create. It sets up all the things necessary to get input, render via OpenGL and so on, with a default configuration. The created view fills the entire activity. To get it, use Graphics.View.
If UseGL20IfAvailable is True, libGDX will try to create an OpenGL ES 2.0 context which can then be used via Graphics.GL20. The GL10 and GL11 interfaces should not be used when OpenGL ES 2.0 is enabled. To query whether enabling OpenGL ES 2.0 was successful use the Graphics.IsGL20Available function.
Initialize2 (Configuration As lgConfiguration, evtPrefix As String)
This function has to be called in Activity_Create. It sets up all the things necessary to get input, render via OpenGL and so on, with the specified configuration. The created view fills the entire activity. To get it, use Graphics.View.
InitializeView (UseGL2IfAvailable As Boolean, evtPrefix As String) As ConcreteViewWrapper
This function has to be called in Activity_Create. It sets up all the things necessary to get input, render via OpenGL and so on, with a default configuration. It returns the created view.
If UseGL20IfAvailable is True, libGDX will try to create an OpenGL ES 2.0 context which can then be used via Graphics.GL20. The GL10 and GL11 interfaces should not be used when OpenGL ES 2.0 is enabled. To query whether enabling OpenGL ES 2.0 was successful use the Graphics.IsGL20Available function.
InitializeView2 (Configuration As lgConfiguration, evtPrefix As String) As ConcreteViewWrapper
This function has to be called in Activity_Create. It sets up all the things necessary to get input, render via OpenGL and so on, with the specified configuration. It returns the created view.
Input As lgInput
IsInitialized As Boolean
JavaHeap As Long [read only]
Returns the Java heap memory use in bytes.
LibGDXVersion As String
LogLevel As Int
LOGLEVEL_Debug As Int
LOGLEVEL_Error As Int
LOGLEVEL_Info As Int
LOGLEVEL_None As Int
NativeHeap As Long [read only]
Returns the Native heap memory use in bytes.
Net As lgNet
Pause
This function has to be called in Activity_Pause. It will inform the library that a Pause event has been raised.
Example:
Sub Activity_Pause (UserClosed As Boolean)
If lGdx.IsInitialized Then lGdx.Pause
End Sub
Resume
This function has to be called in Activity_Resume. It will inform the library that a Resume event has been raised.
Note: The Resume event after a Create event is ignored. The library will consider only the Resume event after a pause.
Example:
Sub Activity_Resume
If lGdx.IsInitialized Then lGdx.Resume
End Sub
Version As Int [read only]
Returns the Android API level.
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